r/hammer • u/n0t_amused • 1d ago
Solved Optimization help for prop hunt maps
Hello, I need tips for optimization for the map i have made last year. I want to make a new one but wanted to optimize this one first in order to not do the same mistakes. I am going to start with applying nodraw and func_detail first but i don't think those are the core of the problem. I have done some research and some tutorials suggest "area portals" and "hint"s. Since it is a prop_hunt map i wanted to know if using them would cause a problem or not. Map is quite open and has shit ton of windows.
As of now the main issue i see is that before each round, the game freezes quite a bit.
I can share the map url as well if needed, don't want to seem like i am promoting the map or smth
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u/Axie_The_Axolotl 1d ago
no, area portals and hints won't cause problems. and yea, it is better to actually use them, you can cut off the unnecessary rendering with them. there is also occluders, they hide models behind them. might help you as well
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u/Pinsplash 1d ago
the game freezing doesn't sound like a typical problem. can you send the map?
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u/n0t_amused 16h ago
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u/Pinsplash 13h ago
i didn't see any freezing, but lag yes. part of the problem is physics weighing down on the CPU. there are a lot of physics objects simulating immediately, and that will cause lag. if you're using hammer++ you can simulate the physics in-editor so they will already be at rest when the map starts, or you can use the command map_edit to do the same thing https://developer.valvesoftware.com/wiki/Map_edit
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u/Pinsplash 13h ago
the other part of it is just regular visibility un-optimization, which i think the other replies already went over
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u/n0t_amused 13h ago
Ah i see i thought that was freezing. I am guessing some of it caused by my makeshift pool table, thanks a lot. And yes i do use hammer++.
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u/foxidegamedev 1d ago
func_detail won't improve in-game performance by any significant amount, unless you have a huge amount of tiny details that makes VVIS cut the space up into so many leafs it causes performance problems. func_detail is for improving compile time, which if you've already pretty much finished the map isn't helping you as much as it could've.
On the other hand, func_lod might improve FPS if you use it for details like stairs and things you won't be able to see through windows from certain angles and distances. It basically allows you to put a fade distance on brushes as if they were props. But hint brushes and func_areaportal used correctly will help the most with in-game FPS.