Optimization/Level Design
Jump to navigation
Jump to search
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
---|
Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
Areas
- Leaks
- There's no excuse! Leaks will invalidate almost all of your efforts elsewhere.
- Visibility
- Reducing the number of surfaces and objects that are drawn in the first place. This is the largest and most important area.
- Physics
- Various tricks to avoid overloading the CPU with physics calculations.
- Materials
- Correct material choices will allow your map to scale down its demands on slower computers.
- Lighting
- Performance and file-size optimisation.
Commands
There are plenty more than those listed below — find them in their relevant articles. Note that sv_cheats
must be enabled for most to work.
cl_showfps
- A simple output of framerate.
1
is real-time,2
is averaged over the past second. showbudget
- A panel which displays how your computer is spending its budget for each frame. It's the premier tool for working out exactly what's sucking up performance in your map.
- It's invoked with
+showbudget
and-showbudget
, which means that you can bind the former to a key (i.e.bind <key> +showbudget
) and it will only appear when you hold that button down. mat_wireframe
- A console variable that lets you see through walls. This way, you can see exactly what is being drawn - for reasons described in the visibility optimisation article, often more than you might think is sensible.
- There are three wireframe modes,
1
through to3
, which display the information you need with progressively fewer lines.