Optimization (Level design)
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 |

You can help by finishing the translation.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article complies with the alternate languages guide.
Les moteurs 3D en temps réelles doivent tenir conte tout au long de leurs devellopements d'une contrainte principale : Rester fluide.
C'est à dire tenir un minimum d'image seconde (ou FPS), afin de rester jouable, en tenant conte de la puissance des configurations PC du moments, notemment du CPU (processeur ou unité centrale) et GPU (processeur de la carte graphique). Il n'y à pas de normes fixe, les FPS varie en permanence dans un moteur 3D selon la scène et la puissance des utilisateurs, il est préférable de garder un FPS au dessus de 20, en dessous le jeux deviens difficilement joauble, surtout pour des jeux rapide telle un Doom-Like ou un jeux de Course.
L'optimisation à aussi comme but de diminuer le temps de compilations, une map mal optimiser peut atteindre des temps très long de plusieurs heures au lieu de quelques minutes.
Sujets
- Fuite s
- Faites très attention ! Les fuites anéantiront tous vos efforts dans tous le cas.
- Visibilité
- Réduire le nombre de surfaces et objets qui sont générés en premier lieu. Il s'agit du sujet le plus important.
- 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 to 3, which display the information you need with progressively fewer lines.