Optimising Ural Mountains

Despite a lot of poly reductions, vegetation reductions and such, we still are not happy with the FPS in the central area of the Ural Mountains LN map. I ask that you share your wisdom with us. There are lots of landscape hole volumes, and quite a few water volumes, although the main ocean is the legacy water. We also are dubious of the central area´s enourmous nav zone, which is almost as big as the sliders allow.

So, my question is; Which, of these things, are causing all the FPS drop? We think we can solve the many landscape holes by stretching the volume all the way from, for example, one railway´s entry into the mountain, to the exit at the other side. We havent tested it yet, but we also think 2-3 smaller nav zones might help the FPS.

Your map is bad. Use custom objects, not scaled books.

Its a combination of everything, If you have too many landscape holes; it’ll drop your FPS
If you put down too many trees and made foliage too abundant; it’ll drop your FPS.
And the most important thing, if you make objects out of other objects; it’ll fucking destroy your FPS.

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  1. where is the deadzone in ural mountains i searched but couldnt find it
  2. yea my fps is fine but idk about other peoples fps

Were the objects in your map placed with the devkit or the legacy editor?

I couldn’t have said it any better, don’t make compound objects out of smaller rescaled objects.

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You only get FFS issues due to a large amount of something.

Clearly in this case the something is the extremely large amount of compound objects you have. For an attempted curated map this was a very poor choice.

My suggestion would be to cut these objects out as much as possible, and also thin out certain areas. Perhaps a few hole volumes could be done away with. Perhaps a few boulders, or whatever, could be removed to further optimize the map.

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Thanks for the replies. And we are removing a lot of objects in the most dense areas, removing trees and adjusting volumes/particles. We are also getiing better performance from 3 smaller zombie nav zones than 1 large one.

And I am well aware that intersecting objects like books and cinderblocks are not optimal for the FPS, but to be honest there is just too much work if we are to make custom objects for evey scene.

I do not make maps to “attempt” to get them curated. I make them to deliver some fun maps for the community to play. Thanks for your help, all.

The objects were placed with the legacy editor, @Hexadecimal

Well, just for you to be aware, this “work” is what often sets a lot of maps apart from the status quo.

Custom models is a borderline must for any high quality map. I understand you don’t have the time to put this work in, though.

What are you, lazy? The M2M team never complained about making tons of new objects for all Greece cities. So why would you complain about making an actual object for a ski boot?

(X) Doubt.

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