Low Fps After Playing Some Minutes
Lt_Gravity
Join Date: 2003-04-28 Member: 15909Members
<div class="IPBDescription">betatest problem</div> this is the most important event for a mapper: the first betatest. everthing wnet fine and I have to admit that ns_60seconds is a beauty (of course thats only my opinion <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
a friend and I started playtesting the map. after 2 minutes my fps decreased from 60 to 15!!! we continued the game till my friend got the same problem.
what is the problem? have I missed something? weird thing is that r_speeds are quite good. it seems like the system runs out of memory after a while. plz help me with this.
some ideas:
- I compiled the map with vis and rad in normal mode (using zoners)
- there are actually 36 env_particles (maybe the calculation takes more memory than exspected)
- I used some ambience_generic to simulate "room filling" sounds so they "overlap"
- there are some decals
maybe some of you know this problem?
btw:
<a href='http://mapping_grunt.tripod.com/hive1.htm' target='_blank'>circulation hive</a>
<a href='http://mapping_grunt.tripod.com/hive2.htm' target='_blank'>storage area hive</a>
<a href='http://mapping_grunt.tripod.com/hive3.htm' target='_blank'>resource compression hive</a>
<a href='http://mapping_grunt.tripod.com/hiveway.htm' target='_blank'>eastern bridge</a>
sorry for this but tte provider doesnt allow remote linking...
a friend and I started playtesting the map. after 2 minutes my fps decreased from 60 to 15!!! we continued the game till my friend got the same problem.
what is the problem? have I missed something? weird thing is that r_speeds are quite good. it seems like the system runs out of memory after a while. plz help me with this.
some ideas:
- I compiled the map with vis and rad in normal mode (using zoners)
- there are actually 36 env_particles (maybe the calculation takes more memory than exspected)
- I used some ambience_generic to simulate "room filling" sounds so they "overlap"
- there are some decals
maybe some of you know this problem?
btw:
<a href='http://mapping_grunt.tripod.com/hive1.htm' target='_blank'>circulation hive</a>
<a href='http://mapping_grunt.tripod.com/hive2.htm' target='_blank'>storage area hive</a>
<a href='http://mapping_grunt.tripod.com/hive3.htm' target='_blank'>resource compression hive</a>
<a href='http://mapping_grunt.tripod.com/hiveway.htm' target='_blank'>eastern bridge</a>
sorry for this but tte provider doesnt allow remote linking...
Comments
lots of build structures?
dedicated server?
its nothing special that ns servers get slower on longer games. Sometimes they go down to 30% in pings. Simply because of many build structures and some small leaks (killed structures somedimes dont go away completely) in ns.
But you said the framerates dropped from one moment to the other, right? And they did this on different computers after different times? Is the time diference the same difference that laid between you joining the server and your friend?
my english is not so good
(mai enklisch is noth sou gut)
btw who cares. its this map problem I want to solve. I dont want to win a price for "best foreigner english" <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
will try it without/only few env_particles. hell, ns mapping can be a pretty annoying hobby...
"I am not a noob I only try to test out some things." - falls down into the trigger_hurt - "... sh.... oh cool it works!"