сумасшедший fps.
Hi to all!
Fps на моей карте сошел с ума! Он словно миллисекунды на секундомере, варьируется от 10 до 50 кадров! В любом месте на карте. Компилировал без vvis, leaks не обнаружено. И да кстати, карта стала притормаживать (чего не наблюдалось с теми же дырами).
А вот ее некоторые особенности: она не маленькая, ни коридорная на 30-40%, есть не критические ошибки при компиляции (может и критичные) на ней есть камера с монитором показывающее дворик, ну и маловажное — она для мода Zombie Panic! Source.
Вот лог если что:
Оффтоп
Оффтоп
Hi to all!
Fps на моей карте сошел с ума! Он словно миллисекунды на секундомере, варьируется от 10 до 50 кадров! В любом месте на карте. Компилировал без vvis, leaks не обнаружено. И да кстати, карта стала притормаживать (чего не наблюдалось с теми же дырами).
А вот ее некоторые особенности: она не маленькая, ни коридорная на 30-40%, есть не критические ошибки при компиляции (может и критичные) на ней есть камера с монитором показывающее дворик, ну и маловажное — она для мода Zombie Panic! Source.
Вот лог если что:
Оффтоп
upd:Код:** Executing... ** Command: "D:\Others\Steam\steamapps\grungebear\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "d:\others\steam\steamapps\grungebear\zombie panic! source\zps" "D:\hi!_box_001" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: d:\others\steam\steamapps\grungebear\zombie panic! source\zps\materials Loading D:\hi!_box_001.vmf Patching WVT material: maps/hi!_box_001/nature/blendgrassgravel001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 244 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\hi!_box_001.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (501701 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 7017 texinfos to 3091 Reduced 473 texdatas to 347 (21742 bytes to 16231) Writing D:\hi!_box_001.bsp 16 seconds elapsed ** Executing... ** Command: "D:\Others\Steam\steamapps\grungebear\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -game "d:\others\steam\steamapps\grungebear\zombie panic! source\zps" "D:\hi!_box_001" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\hi!_box_001.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (2.28 seconds) 7510 faces 2 degenerate faces 427823 square feet [61606600.00 square inches] 9 Displacements 2343 Square Feet [337433.81 Square Inches] sun extent from map=0.000000 92 direct lights BuildFacelights: 0.. warning - face vectors parallel to face normal. bad lighting will be produced .1...2...3...4...5...6...7...8...9...10 (126) Build Patch/Sample Hash Table(s).....Done<0.2251 sec> FinalLightFace: 0 warning - face vectors parallel to face normal. bad lighting will be produced .. warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix .1...2...3...4...5...6...7...8...9...10 (17) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 100/1024 4800/49152 ( 9.8% ) brushes 1322/8192 15864/98304 (16.1% ) brushsides 8772/65536 70176/524288 (13.4% ) planes 6980/65536 139600/1310720 (10.7% ) vertexes 13387/65536 160644/786432 (20.4% ) nodes 3067/65536 98144/2097152 ( 4.7% ) texinfos 3091/12288 222552/884736 (25.2% ) texdata 347/2048 11104/65536 (16.9% ) dispinfos 9/0 1584/0 ( 0.0% ) disp_verts 729/0 14580/0 ( 0.0% ) disp_tris 1152/0 2304/0 ( 0.0% ) disp_lmsamples 63080/0 63080/0 ( 0.0% ) faces 7510/65536 420560/3670016 (11.5% ) hdr faces 0/65536 0/3670016 ( 0.0% ) origfaces 4372/65536 244832/3670016 ( 6.7% ) leaves 3168/65536 101376/2097152 ( 4.8% ) leaffaces 9995/65536 19990/131072 (15.3% ) leafbrushes 3437/65536 6874/131072 ( 5.2% ) areas 4/256 32/2048 ( 1.6% ) surfedges 52556/512000 210224/2048000 (10.3% ) edges 31654/256000 126616/1024000 (12.4% ) LDR worldlights 92/8192 8096/720896 ( 1.1% ) HDR worldlights 0/8192 0/720896 ( 0.0% ) leafwaterdata 0/32768 0/393216 ( 0.0% ) waterstrips 498/32768 4980/327680 ( 1.5% ) waterverts 0/65536 0/786432 ( 0.0% ) waterindices 8799/65536 17598/131072 (13.4% ) cubemapsamples 39/1024 624/16384 ( 3.8% ) overlays 0/512 0/180224 ( 0.0% ) LDR lightdata [variable] 20047836/0 ( 0.0% ) HDR lightdata [variable] 0/0 ( 0.0% ) visdata [variable] 0/16777216 ( 0.0% ) entdata [variable] 211420/393216 (53.8% ) LDR ambient table 3168/65536 12672/262144 ( 4.8%) HDR ambient table 3168/65536 12672/262144 ( 4.8% ) LDR leaf ambient 9157/65536 256396/1835008 (14.0% ) HDR leaf ambient 3168/65536 88704/1835008 ( 4.8% ) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0% ) occluder vert ind 0/0 0/0 ( 0.0% ) detail props [variable] 1/12 ( 8.3% ) static props [variable] 1/11034 ( 0.0% ) pakfile [variable] 4343391/0 ( 0.0% ) physics [variable] 501701/4194304 (12.0% ) physics terrain [variable] 1921/1048576 ( 0.2% ) Level flags = 0 Total triangle count: 19946 Writing d:\hi!_box_001.bsp 2 minutes, 43 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\hi!_box_001.bsp" "D:\Others\Steam\steamapps\grungebear\zombie panic! source\zps\maps\hi!_box_001.bsp"
Оффтоп
Код:** Executing... ** Command: "D:\Others\Steam\steamapps\grungebear\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "d:\others\steam\steamapps\grungebear\zombie panic! source\zps" "D:\hi!_box_001" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: d:\others\steam\steamapps\grungebear\zombie panic! source\zps\materials Loading D:\hi!_box_001.vmf Patching WVT material: maps/hi!_box_001/nature/blendgrassgravel001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 244 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\hi!_box_001.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (501701 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 7017 texinfos to 3091 Reduced 473 texdatas to 347 (21742 bytes to 16231) Writing D:\hi!_box_001.bsp 20 seconds elapsed ** Executing... ** Command: "D:\Others\Steam\steamapps\grungebear\sourcesdk\bin\source2007\bin\vvis.exe" ** Parameters: -game "d:\others\steam\steamapps\grungebear\zombie panic! source\zps" "D:\hi!_box_001" Valve Software - vvis.exe (May 19 2009) 2 threads reading d:\hi!_box_001.bsp reading d:\hi!_box_001.prt 1135 portalclusters 3366 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (221) Optimized: 1482 visible clusters (0.00%) Total clusters visible: 209037 Average clusters visible: 184 Building PAS... Average clusters audible: 662 visdatasize:207292 compressed from 326880 writing d:\hi!_box_001.bsp 3 minutes, 42 seconds elapsed ** Executing... ** Command: "D:\Others\Steam\steamapps\grungebear\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -game "d:\others\steam\steamapps\grungebear\zombie panic! source\zps" "D:\hi!_box_001" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\hi!_box_001.bsp Setting up ray-trace acceleration structure... Done (2.16 seconds) 7510 faces 2 degenerate faces 427823 square feet [61606600.00 square inches] 9 Displacements 2343 Square Feet [337433.81 Square Inches] 7508 patches before subdivision 179396 patches after subdivision sun extent from map=0.000000 92 direct lights BuildFacelights: 0.. warning - face vectors parallel to face normal. bad lighting will be produced .1...2...3...4...5...6...7...8...9...10 (51) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (45) transfers 27074112, max 816 transfer lists: 206.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #1 added RGB(397082, 357294, 149353) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #2 added RGB(103634, 85699, 27298) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #3 added RGB(34209, 26711, 6972) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(11838, 8690, 1878) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(4364, 3014, 548) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #6 added RGB(1642, 1065, 163) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #7 added RGB(633, 386, 50) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #8 added RGB(247, 141, 16) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #9 added RGB(98, 53, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #10 added RGB(39, 20, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #11 added RGB(16, 8, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #12 added RGB(6, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #13 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #15 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1718 sec> FinalLightFace: 0 warning - face vectors parallel to face normal. bad lighting will be produced .. warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix .1...2...3...4...5...6...7...8...9...10 (24) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 100/1024 4800/49152 ( 9.8% ) brushes 1322/8192 15864/98304 (16.1% ) brushsides 8772/65536 70176/524288 (13.4%) planes 6980/65536 139600/1310720 (10.7% ) vertexes 13387/65536 160644/786432 (20.4% ) nodes 3067/65536 98144/2097152 ( 4.7% ) texinfos 3091/12288 222552/884736 (25.2% ) texdata 347/2048 11104/65536 (16.9% ) dispinfos 9/0 1584/0 ( 0.0% ) disp_verts 729/0 14580/0 ( 0.0% ) disp_tris 1152/0 2304/0 ( 0.0% ) disp_lmsamples 63080/0 63080/0 ( 0.0% ) faces 7510/65536 420560/3670016 (11.5% ) hdr faces 0/65536 0/3670016 ( 0.0% ) origfaces 4372/65536 244832/3670016 ( 6.7% ) leaves 3168/65536 101376/2097152 ( 4.8% ) leaffaces 9995/65536 19990/131072 (15.3% ) leafbrushes 3437/65536 6874/131072 ( 5.2% ) areas 4/256 32/2048 ( 1.6% ) surfedges 52556/512000 210224/2048000 (10.3% ) edges 31654/256000 126616/1024000 (12.4% ) LDR worldlights 92/8192 8096/720896 ( 1.1% ) HDR worldlights 0/8192 0/720896 ( 0.0% ) leafwaterdata 0/32768 0/393216 ( 0.0% ) waterstrips 498/32768 4980/327680 ( 1.5% ) waterverts 0/65536 0/786432 ( 0.0% ) waterindices 8799/65536 17598/131072 (13.4% ) cubemapsamples 39/1024 624/16384 ( 3.8% ) overlays 0/512 0/180224 ( 0.0% ) LDR lightdata [variable] 20047836/0 ( 0.0% ) HDR lightdata [variable] 0/0 ( 0.0% ) visdata [variable] 207292/16777216 ( 1.2% ) entdata [variable] 211420/393216 (53.8% ) LDR ambient table 3168/65536 12672/262144 ( 4.8% ) HDR ambient table 3168/65536 12672/262144 ( 4.8% ) LDR leaf ambient 9175/65536 256900/1835008 (14.0% ) HDR leaf ambient 3168/65536 88704/1835008 ( 4.8% ) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0% ) occluder vert ind 0/0 0/0 ( 0.0% ) detail props [variable] 1/12 ( 8.3% ) static props [variable] 1/11034 ( 0.0% ) pakfile [variable] 4343391/0 ( 0.0% ) physics [variable] 501701/4194304 (12.0% ) physics terrain [variable] 1921/1048576 ( 0.2% ) Level flags = 0 Total triangle count: 19946 Writing d:\hi!_box_001.bsp 2 minutes, 46 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\hi!_box_001.bsp" "D:\Others\Steam\steamapps\grungebear\zombie panic! source\zps\maps\hi!_box_001.bsp"
Останнє редагування:
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