Author Topic: Optimization  (Read 806 times)

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Offline Elindor

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Optimization
« on: June 17, 2012, 11:48:34 pm »
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Are there any basic map optimization steps we should go through before submitting?

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Offline Ozin

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Re: Optimization
« Reply #1 on: June 18, 2012, 12:27:30 am »
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Siege:
Defender spawns shouldn't be too close to the flag(s) if you can avoid it.

for fps:
Avoid having many particle systems in the scene.
Trim amount of trees/scene object in areas that players don't see/walk in.

Other than that, I wouldn't worry about it that much, you can always post a new version of it after feedback.

Offline Elindor

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Re: Optimization
« Reply #2 on: June 18, 2012, 02:13:36 am »
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Excellent....thanks again!! 

Would 3 battlefield smoke plumes, 2 fires, a handful of torches and lit braziers be too much on the particle front?
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Offline Ozin

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Re: Optimization
« Reply #3 on: June 18, 2012, 02:49:49 am »
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Battlefield smoke is usually quite unpopular, it can be quite heavy for some. I would at least limit it to one.

Offline Elindor

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Re: Optimization
« Reply #4 on: June 18, 2012, 03:18:40 am »
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Gotcha.

Ok submitting soon - first map so let me know if you guys want me to do any changes.
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Offline Deathwhisper

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Re: Optimization
« Reply #5 on: June 18, 2012, 01:02:08 pm »
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Regarding particle systems, couldn't players who have lag because of them simply disable particle systems in the options?

These scene props can make a map look much better if well used, so this way people with a powerful enough computer could still enjoy them.

Offline Elindor

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Re: Optimization
« Reply #6 on: June 18, 2012, 04:28:31 pm »
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Regarding particle systems, couldn't players who have lag because of them simply disable particle systems in the options?

These scene props can make a map look much better if well used, so this way people with a powerful enough computer could still enjoy them.

Yeah they could, but even with a good computer I think too many particle effects can bog things down.  I think the good rule of thumb maybe is use them wisely and sparingly.
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