swap buffers

WAR_Nuker

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i decided to turn on showbudget....and the swap buffers bar is cranked all the way the hell up. everything else is fine. i have a lot of water in my map, but its the real cheap kind of water. anyone know of anyways i can fix this...even if its just a little bit?
 
Maybe you got too many textures and shaders at the same time, and not enough memory on you gfx card.
 
is there a way to disable the shaders on certain surfaces? some surfaces have shaders but you cant even see them cause the map is so bright.
 
Yes, in the vmt files you can edit them and tell them not to use certain things like reflections etc... But if you do that you'll have to include the modified vmts along with the map. So if you don't want to do that the only other way is to use different textures that are less memory intensive.
 
Yes it's bad, there is probably another reason for this, unless you have an old computer... Big boxes to seal your level, bad tiling for the textures, brush intersections, fast settings for the compile, no occluders can cause bad fps.
 
no occluders....DAMN

Edit:what do you mean by bad tiling for the textures?

and im not sure how occluders would help....there arent that many props in my map. ill try turning off the prop visgroup and see how that affects everything.
 
im not sure what i did...but stuff started freezing up and i closed hammer and DM....and then started up DM again. my fps is like 40-60 now. im not complaining. i also added some hint brushes, though i dont think those have anything to do with swap brushes.

Edit: nevermind the problem came back after another compile.
 
Occluders are brushes that are blocking vis so that the engine won't have to render everything in the map at once. Like if you make your map everything on the same level with models and func_details (entities) only, it will lag like hell because they do not bloc vis, even if you cannot see through model or entities, the engine will still render what's behind. But if you use brushes, like if you make a wall higher than your character or a house somehing like that, the brushes will block vis.

Then you could add hint, like in the doorway and in the windows to "enclose" the house as it would be a "block" of it's own.

By bad tiling I mean, if you don't use nodraw and put very small values for the tiling property of the texture like 0.1 x 0.1. A good trick when texturing is to texture all your faces with the nodraw texture, then texture only the visible faces of the brush with the texture you want to be seen, this way all the textures that are not visible won't be drawn.
 
my map is an outdoor map....there isnt much i could block besides maybe a few walls here and there. Maybe i hinted wrong....because i put it on mat_wireframe 1 and i can see everything behind those walls are still renedering. im very new to hinting and occluding....and the tutorials i have come across that talk about optimization dont help worth a shit.


i never thought of using nodraw on everything and then texturing. actually....im almost positive that that is what the problem is. i used carve quite a bit in my map (i know....but i used it wisely....and in my circumstances....i didnt really have much of a choice). and that probably means many faces are being drawn. i was under the impression that hammer automatically detects which faces that can/cannot possibly be seen....and then makes whatever faces that cannot be seen invisible.

I guess i got some tinkering to do still.
 
i think i will edit that vmt....i just learned that you do not need the vtf you are editing to be in the subdirectory. so....it will only make about 2 kb difference. thanks leet.
 
90 fps just for getting rid of the rock reflections from the vmt1!!!11! thank you so much.
 
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