GlasWolf on 5/9/2005 at 17:54
Quote Posted by Caseus
[PCVertexPools]
DynamicVertexPool0=6291456 ;originally 3145728
StaticVertexPool=5242880 ;originally 2621440
StaticShadowVertexPool=3145728 ;originally 1572864
I'm currently using:
DynamicVertexPool0=3145728
StaticVertexPool=3145728
StaticShadowVertexPool=2621440
These were just about the lowest settings that allowed Schism to load.
Caseus on 5/9/2005 at 20:09
Quote Posted by GlasWolf
I'm currently using:
DynamicVertexPool0=3145728
StaticVertexPool=3145728
StaticShadowVertexPool=2621440
These were just about the lowest settings that allowed Schism to load.
I must admit I haven't had a lot of time to play with these setting in depth. But what I had posted were the first set I had tried and they seemed to solve the FM loading and lag issues on my map and all of the FM's. Im finding right now Im completely sucked in to making this FM a reality after having a good month solid working on it.
Im pretty much tackling the problems that come my way just to get it done. Maybe later on i'll play with this stuff as time allows. But for now my next challenge awaits...
:cheeky: Mastery of the Scripts....
SubJeff on 5/9/2005 at 22:14
The sad thing is my level is small and outdoor and yet I think I might have to radically alter it due to the frame rate being bad. I can't zone it very easily as it is and it seems that some of my other FM ideas will never be realisable in T3Ed.
Ah well, I guess you have to work around things.
ascottk on 5/9/2005 at 22:44
Quote Posted by Subjective Effect
The sad thing is my level is small and outdoor and yet I think I might have to radically alter it due to the frame rate being bad. I can't zone it very easily as it is and it seems that some of my other FM ideas will never be realisable in T3Ed.
Ah well, I guess you have to work around things.
I know what you mean :erg: The Labyrinth has a large outdoor area & I totally altered it & still hits a lousy spot. I even altered the pathways to the outdoors so the inside zones won't render. We need an antiportal hack.
Caseus on 5/9/2005 at 23:40
Perhaps a tad off topic but this does concern skyboxes.
I was building away like a good little hammerite culling the tools of my trade. I am building a lower dungeon area below a large house (too lazy for screenshots just yet). At any rate after working on it for several hours I looked at my outside terrain and discovered even more BSP HOM's than I had before. In fact Garrett can fall through them. This I assumed is an extension of the problem I was having with the front of the building as well. BUT WHAT THE HECK WAS CAUSING IT!!!
So I grabed my two mouse buttons for a birds eye view in Flesh mode. Tweaking brushes and the like as I usually do to fix these buggers. Then I noticed somthing unexpected. It appeared that my skybox was in a position to cause me some trouble. Even though it was set quite far back and up from my main level (256 units at least). So just to give it a shot I grabbed the bugger and dragged waaay up and waaay over to the oppsite side of the map. And wouldn't you just know it!! no more funky BSP holes... none... nada....zip.. All fixed..
I figured I would share this little tidbit as it may help someone somday so I posted it right quick after smacking myself silly a bit.
Crispy on 7/9/2005 at 08:52
Quote Posted by Caseus
Now Im not sure why setting them by just adding a zero causes huge lag for me
It's probably because you run out of memory when your vertex pools are set that high, and so your computer starts accessing the virtual memory on your hard drive constantly (this is sometimes called "thrashing"). That can cause huge performance drops. People with more RAM will be able to accomodate the huge size of the vertex pools better, so they experience no thrashing and minimal performance loss.
Quote Posted by Ziemanskye
12 in the OMs?! Lucky you, I average about 7, though I built schism to not drop below 10 on my system (it still does, but only in the one place, so I was willing to let it slide).
Heh, so I'm not the only one. :) Mind you, I frequently drop to 7 or 8 frames - particularly at crucial points.
Quote Posted by Caseus
I'm beginning to thing the Flesh addition to the Unreal engine has made it quite picky about BSP architecture.
Yeah, definitely. The Flesh engine is really picky about BSP.
Gestalt - Dude, it's, like, the Matrix. But with Garrett. Duuuuude. Totally awesome, dude.
:sly: