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pavarini
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 PostPosted: Tue Jun 12, 2018 8:36 am    Post subject: Reply with quote Back to top

Thanks for clearing that up. Ideally, what would be some best practices for performance while creating a map?
 
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Trevor
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 PostPosted: Tue Jun 12, 2018 8:51 am    Post subject: Reply with quote Back to top

well... I guess having done my own throughput tests (including 1cycle, 2cycle, envmapping/realtime lighting, z-less) and combining that with the aesthetic values GE holds, you are probably already doing best practices for performance.

Everyone knows less tris = better performance, but tris are required for lighting (shadows etc) and so I would always lean toward better detail even though it sacrifices fps.

If you can get rid of z you would greatly increase performance, but BSP only works for objects/guards/guns (PD moved to levels... oh well, has anyone tried BSP in GE levels?)

If you made a simple level, say Tetris style, then using 1cycle would give best performance since no texture work needs done - and triangles will fill most of screen.
Again, you could use 1cycle for 8bit style textureing (since tri-linear mapping doesn't work even though mip-mapping still does)

But a single 1cycle triangle inside a 2cycle z-buffered level will make 0 difference in performance.

Performance suggestions are difficult because at the end of the day it depends on the look you want.

Trev
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