View Full Version : Question on Big rooms
Demon646
08-23-2001, 10:55 PM
If I have a Large room and fill it with lots of little things, Why is it so choppy?
I guess this is with all games.
An example would be building a CompUSA Store and filling it up with software isles, signs, computer boxes, cash registers, and stuff.
It's a limitation of UT. UT does NOT gracefully handle large rooms. This is because the graphics engine still relies on the CPU to do poly operations. Not very optimized.
NutWrench
08-24-2001, 05:10 AM
Try to keep the number of visible polygons low. Avoid creating areas where you have a sweeping view of the entire level and thousands of polys at the same time.
Find ways to subdivide a large area using walls/pillars that keep you from seeing too many polys at once. Learn how to use Zone Portals and where to put them to speed up your level.
--Nut
Always store beer in a dark place.
Demon646
09-04-2001, 12:48 AM
cool thanks for the input... But I'm making a Building that exists in Real life.. Oh well... I guess I'll be building something else...
Devil Master
09-05-2001, 10:10 AM
My best advice is: get a Voodoo2 and things will get MUCH smoother. I'm serious: I have a P3 800 with a GeForce2 MX and a Voodoo2, and Unreal (expecially custom levels with huge rooms) runs much better with the Voodoo2.
IwantMORE
09-11-2001, 08:08 AM
You could also use textures to reduce the poly count. Us an image of shelves rather than actualy building them.
It may not look as good but it's been used for years.
images/icons/tongue.gif
Demon646
09-15-2001, 01:24 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by IwantMORE:
You could also use textures to reduce the poly count. Us an image of shelves rather than actualy building them.
It may not look as good but it's been used for years.
images/icons/tongue.gif <hr></blockquote>
Hmmmmmm... I tried this. It worked well, but It really didn't look good enough for me. I made a .map with WORLDCRAFT (for half-life/counter-strike) and it was still slow. I even converted the .map for Quake 2. Same results. (same game I guess.(Quake2 and HL)
None of these games like Big rooms with stuff in it. images/icons/frown.gif
Demon646
09-15-2001, 01:27 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Devil Master:
My best advice is: get a Voodoo2 and things will get MUCH smoother. I'm serious: I have a P3 800 with a GeForce2 MX and a Voodoo2, and Unreal (expecially custom levels with huge rooms) runs much better with the Voodoo2.<hr></blockquote>
HHAHAHAHAAHAHAHAHAHAHAHHAAHAHAHAHHA AH HAHAH A...
AHAHHAHAHAHAHAHAHAHAHA SWEET!!!!!!!! images/icons/grin.gif images/icons/grin.gif
That's funny. but I have one and I will try it. MAN I can't believe how old those are now.. hehe I too have a P3 800... I'll post some screenshots with fps...
images/icons/grin.gif
[ 09-15-2001: Message edited by: Demon646 ]
Ultima
09-23-2001, 09:12 PM
Make the level for a modern, decent engine, optimized for recent cards and not old voodoo stuff, and you may get decent results images/icons/smile.gif
Demon646
09-24-2001, 03:37 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Ultima:
Make the level for a modern, decent engine, optimized for recent cards and not old voodoo stuff, and you may get decent results images/icons/smile.gif <hr></blockquote>
Good call... I gotta make some kick ass levels for Duke3D... That would be fun.
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