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Shadow,framerate Problem


tnl

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The last days i work with the editor. A found substract, vertex editing,

and how possible select brushhes these under some other brushes!!!!!

The resize is very good, i could work 2 times faster than dromed.

 

 

Only the lighting not good for me!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

doom3 engine use pixel sized realtime lights. This Eat much cpu power

(10-25 framerate plus when i off the shadows) and not look too good!!!

 

In first time when i look projected shadow i think how i look some

grafical erorr!!!!!!!!! I used shadow off option in system/advanced menu,

in doom3 and the framerate is good. when i on the shadows, the

performance boosted!!!!!

I think in darkmod impossible off shadows options, if possible,

cause less shadows, more difficult the hiding!!!!!!

 

And the mods several times slower than modded game.

This slowness plus shadows cause how darkmod not enough

fast on my poor machine p2 2.4 512 mg ati 9600 xt!

ANd additin how realtime shadow not enough nice:(

 

 

The lightmaps very good things in games unfortunately doom3, and

t3 not use !

 

:((

Edited by tnl
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You wuss, I completed Doom 3 on my P3-450, on high detail setting, hehe. Sure I had frame rates in the order of 5 to 25, averaging at 15, but still, your specs should be fine, so something else must be wrong.

 

Besides, I hardly think turning off the "shadows" option in a Theif game is any different than turning off the "ball" option from a game of pong.

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  • 3 weeks later...

I read about how the Id software team spent severeral month time

to optimising doom3! I think , fan missions maders not optimize

their map, this cause how fan misions make low fps!

 

Possible doom3 editor make more unopimized maps, compared

with other engines, editors??????

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I read about how the Id software team spent severeral month time

to optimising  doom3! I think , fan missions maders not optimize

their map, this cause how fan misions make low fps!

 

Possible doom3 editor make more unopimized maps, compared

with other engines, editors??????

 

Yes it is certainly the case that FM makers need to optimise their maps (just like with TDS). You need to turn off shadows if individual lights don't need them, avoid overlapping light volumes, subdivide large surfaces if they are illuminated by many lights (more than 3), use caulk wherever possible, keep the on-screen polycount down to a sensible value (about 60k - 70k is recommended) and use visportals to divide the map into zones.

 

Doom 3 is more optimised than TDS, but the editor won't do any of these things for you - authors have to take responsibility themselves for making the map run well.

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Caulk is just a texture you apply to a brush which means that the engine ignores anything outside it kindofthing.

 

It used to be used to optimise performance in pre-Doom 3 engines. But now you DO NOT NEED IT.

 

It still has it's uses...you just don't have to caulk every single unseen surface anymore.

 

Like say you build a big building in a box. Any face touching the void or intersects another polygon won't be drawn, but any face that could potentially be seen will still be drawn. So say you're only wanting the player to run around the base of your building...you won't need him to see the polygons that make up the roof so you might as well caulk it and save on some tris that could be better used elsewhere.

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