map-related performance problems?

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stinkingpig
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map-related performance problems?

Post by stinkingpig » Sun Dec 12, 2004 12:52 am

Hi all,

I'm running a server and having decent performance with some maps, terrible performance with others. I can't really see a big difference in map complexity...

bad perf:
2_castles.map
IggyWorld-2.0.map
spiralsdone7CTF.map

good:
Xmission2.map
BagCity_110.map

any ideas?
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Lan
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Post by Lan » Sun Dec 12, 2004 1:43 am

What type of things happen? Does the server go slower, does your FPS drop, do things start crashing?

The only thing I could think of would be too many objects or very complex objects, but you already said there aren't, so it really beats me.

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JeffM
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Post by JeffM » Sun Dec 12, 2004 2:55 am

1.10.x will have a direct corolation between the number of map objects and speed. object size dosnt' realy mater that much, it's the number of them.

1.11.x uses a better system (octrees) that is much better with large numbers of objects that are grouped together.

What kind of system are you running on? and are the "bad"maps ones with larger object counts.
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Post by trepan » Sun Dec 12, 2004 3:48 am

It can also be highly dependent on the sizes of the objects,
the amount of overtexturing, and whether or not you have
lighting enabled (tesselation is a killer). If you have a single
800x800 box top and fire shots across it with lighting and
_maxLODs enabled, your frame rate will plummet. There are
probably more factors worth mentionning, but we've probably
covered the big ones with respect to map differences.

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