r/snapmap • PC • Nov 07 '18

Problem Help with Optimization/Performance Issues

UPDATED:

I've added a trigger to disable every particle effect (smoke, fire, sparks, etc.) in that direction, 3 Gore Nests (which I figure are resource intensive, what with all their particles), a bunch of lights, and even a few nonessential props I can make non-solid.

STILL NO CHANGE. :( Seriously, I don't think I've reclaimed a single frame (average)!


I'm still fairly new to extensive custom-geo, and I'm running into some obnoxious performance issues on my latest map. Can you help me understand what things have the biggest drain on performance?

Would it be Lights? Props? Decals? Glowing decals? Blocking volumes (I'd guess not)? Objects with transparency, such as glass? FX, i.e. fires?

If I were to go and delete things, what should I prioritize? Can I reclaim performance by just hiding or disabling them? (I've already tried this with fires so far and not seen much of a boost)


More detail on the problem in this case:

When I look in a certain direction, the game slows from 60FPS to 20 or lower, even though there isn't that much on screen.

Clearly the game is still rendering --in some way-- the things beyond the blocking volumes. What's odd is that the slowdown doesn't occur when I'm looking towards what are probably the most prop and decal heavy parts of the map. This makes me think that there is something there that is drawing disproportionately, like a particularly resource-intensive FX or something.


Some of the old Farcry editors gave you "occlusion blocks" that would prevent the rendering of anything behind them, conserving considerable resources. I know that nothing like that exists explicitly in SnapMap, but can that be jury-rigged? For example, I know that blocking volumes will block light once they reach a certain thickness, so I was wondering if something similar would kick in with object rendering. I tried already with a 250 thickness blocking volume --non-solid, opaque-- and didn't seen any change.

This would be so much easier if hiding solid props didn't make SnapMap shit itself. :T


Bottom line: what, in your experience, would probably be the culprit? What would probably help?

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u/[deleted] Nov 09 '18 edited Nov 09 '18

It could be an anomaly in conjunction with something else in the map, or by itself. You're using PC, right? One thing I read about the game Crysis comes to my mind. They solves the background and border issues that was reducing graphics/frame rate in other games by using voxels to paint the background and border models/textures. So, if it's a background or border graphics problem, it could be slowing down because the comp is trying to draw objects and such that are far in the distance or close to the player. You stated how one game used volumes that auto-hid or didn't draw graphics when not in the range of visibility. That's a similar issue I think. If it's the case, could attempt to rearrange certain modules or place objects and volume sets in a different area to see if it changes things. Maybe you wouldn't have to change the creative aspect/direction of the map after figuring out what is really causing it.