Why Not
#8286 posted by sock on 2012/03/21 16:42:15
split the map up, does it really have to be so complex and big? Most of the original ID maps are short and sweet. Also the texture alignment in that top down screenshot is horrible. You don't need 100+ compiles to fix that, it can be done in the editor!
@JPL, your screenshots are way too dark and flat in contrast.
Taking good screenshots is time consuming and most people spend little thought to the process. A screenshot is the selling point, it should grab the viewer and make them want more!
R_speeds
#8287 posted by Kinn on 2012/03/21 17:10:31
Is there any consensus on what wpoly count is acceptable these days?
It strikes me that this entire issue can be settled if we know what our poly budget is, i.e. what r_speeds numbers are "too much"?
It is rather hard for me to gauge if something is too complex when playing it, considering I can run (the accidentally unvised) Arcanum 4, or the open-plan madness of Unforgiven 1 and 3, on this 5-year-old laptop without it ever dropping below 72 fps in fitz.
E2m1rq
#8288 posted by RickyT33 on 2012/03/21 18:26:31
Was gigantic, and took 12 hours to vis. TBF I was using multi-threaded vis on a 5Ghz quad-core.
DirectQ is super-super fast anyway :)
It Really Seems A Bit Silly
#8289 posted by bear on 2012/03/21 19:10:13
to have tools made to optimize content for 90s computers grind to a halt when a modern computer could most likely display the entire map more efficiently if it wasn't touched by those tools...
#8290 posted by JneeraZ on 2012/03/21 19:17:36
Heh, I've often had that thought.
Have any modern Quake engines ever tried just ignoring the VIS tables and just throw every poly in the BSP at the card each frame - compiled into buffers and whatnot for efficiency?
#8291 posted by necros on 2012/03/21 20:39:07
some numbers:
interior map in ne_ruins takes 3 hours to vis on a dual core 1.8ghz.
it also hits the absolute maximum # of faces allowed in standard bsp format.
size (and even detail) != vis time
also, don't forget, cda was vised on a single core system, so vis was nearly ~1.75x slower.
AND it was released in 2005 so cpus were slower in general.
might be interesting to see how long cda would take to vis on a modern (>3ghz) 4 core system.
but anyway, remember to take into account tech differences. :)
#8292 posted by necros on 2012/03/21 20:41:04
oh, re 8290:
i believe darkplaces doesn't make use of (or at least, does not requires) vis data. it culls stuff on the fly and is actually pretty darn good. i've loaded unsealed large maps in DP and the culling does a great job even with non-optimized areas (rooms open to the void allowing pvs into areas that it wouldn't normally).
#8293 posted by metlslime on 2012/03/21 20:45:36
one issue with the darkplaces method is i think it adds quite a bit to the map load time as it generates the necessary data. I think I suggested to LH that he cache this on disk somehow, not sure if he ever did that.
#8294 posted by necros on 2012/03/21 20:58:04
ah ok... not sure how i feel about it now because i detest how long it takes to load maps in DP. :(
Necros:
#8295 posted by bear on 2012/03/21 21:26:02
what's the maximum # of faces allowed?
#8296 posted by necros on 2012/03/21 22:32:14
in standard Quake, it is 32768, but the true maximum you can have is 65536 (this is the one i was referring to). after that, you must change the bsp format itself.
Da Library Bling Version
#8297 posted by sock on 2012/03/22 01:36:48
Dat Library
#8298 posted by - on 2012/03/22 03:20:29
<3 you forever simon
Awesome As Usual
#8299 posted by negke on 2012/03/22 10:31:24
Mapping challenge: combine all the scenes in one map and make it work. ;)
Quake And VIS
#8300 posted by negke on 2012/03/22 10:49:50
Willem is right insofar as, indeed, Quake tech isn't designed for large open areas with lots of detail. Not only can the compile time grow exponentially, there's also the chance the map will not run as smoothly on some machines - from what I understand, the engine is not optimized to render so much at once so it can it will choke in situations of excessive polycount and run poorly on machines that can run more modern games just fine. Case in point: this happened to me when playing the unvised versions of Arcanum on a P4. So the claim that nowadays VIS is irrelevant is wrong. DirectQ (and RMQ) apparently use improved rendering techniques that allow for more excess than standard Quake does.
Of course, it doesn't mean people should refrain from making large areas if they think the map benefits from them. Many of the excellent maps in the past were pretty large and open, and it worked. People who tend or like to go large aren't mapping for the wrong game, of course - they just have to be aware that it comes at the cost of (sometimes greatly) increased VIS time.
Kinn: I don't think there's a new concensus. Couple years back people would say 800-1000, at least in non- or low-action areas. Today I'd say 1500-2000 maybe, even though many maps surpass this by far. Real skill shows where maps look great and detailed (and not overly constrained) but still keep r_speeds within a relatively low margin.
#8301 posted by JneeraZ on 2012/03/22 12:35:00
Case in point: this happened to me when playing the unvised versions of Arcanum on a P4. So the claim that nowadays VIS is irrelevant is wrong.
But I would wager that it's for the wrong reasons. If an engine is parsing the VIS data lumps and using those to determine what to draw and blah blah, rather than just throwing every poly in the BSP into texture sorted buckets at the card - it's probably going to run slower than it optimally could.
A map should be sealed, no question, so the extra cruft outside gets removed but I still question the need for the VIS structures on modern machines.
Kinn
Is there any consensus on what wpoly count is acceptable these days?
If I can get hold of a Raspberry Pi, I'll try using that as my low end test system. If it runs well on that, ship it!
A P4 Is Ten Years Old
#8303 posted by RickyT33 on 2012/03/22 20:17:04
Not even slightly new.
#8304 posted by - on 2012/03/27 19:27:01
http://i.imgur.com/hqKgB.jpg
~ 1 more major area to build
#8305 posted by sock on 2012/03/27 23:05:59
@Scampie, it is looking good, I love the attention to detail. I just wish the rivet shadow on the pipes was the right way and the metal seam was on the poly edge (pipe in foreground) not in the middle.
#8306 posted by - on 2012/03/27 23:33:10
you're trying to kill me, aren't you sock. :o
Looking Nice
#8307 posted by RaverX on 2012/03/28 00:00:06
Scampie: it's looking good, but the theme *seems* wrong. Industrial or metal would be much better, those base textures and pipes don't fit together.
Scampie:
#8308 posted by metlslime on 2012/03/28 00:15:41
looks great, i wish 90% of the surfaces weren't covered in the same brown color though. (i realize this is idbase.) Maybe the pipes were textured with a contrasting color (like the quake2 red pipe texture, or maybe a darker grey metal color) it would pop more.
#8309 posted by sock on 2012/03/28 00:51:07
Agree with metlslime, you do have too much of the same colour. Maybe try the white that's goes with that set? Plus you don't have to bother with the texture stuff I mentioned, it is only me that gets bothered by that stuff.
#8310 posted by - on 2012/03/28 02:46:00
I will try and reduce the brown... not on the pipes though, I was finally happy with that texture after searching and trying a million other textures!
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