Monday, January 4, 2010

More optimizations in

I've addressed one problem with the ne_tower map, which is it's use of instanced brushmodels with huge polycounts for cogs. These were something of an engine choker, so I'm happy to be able to say that I've managed to merge them all together and handle them quite efficiently. Eventually I'm going to merge them into the world render and spit them out from there, which should give another slight boost.

The primary issue with this map however is alias models, which drag it down pretty bad. The next step is to accumulate all entities which share the same model and draw them all in one pass; this should be quite an effective solution which will have benefit for everything else.

On the ctf1rq I'm now locking at a steady 72 FPS (DirectQ reports it as 71 owing to a rounding error in it's counter) while running around the central arena. That one's a wrap.

The big problem with marcher seems to be water; in terms of polycount and complexity it doesn't seem to be as extreme as ne_tower, although I have yet to confirm this. I've already noted that my current implementation of water is slow, so when I start working on that I should see some benefit.

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