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FPSC Classic Product Chat / a test on full shading and lightmapping

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Stamina
18
Years of Service
User Offline
Joined: 30th May 2006
Location:
Posted: 11th Jun 2006 23:34
Well, since I was bored, I thought I would try a test in full shader affects and lightmapping.

first off, my machine

P 3.4ghz w/ ht
2 gig ram
Serial ATA drive

With full shader and full lightmapping and high texture detail - chateau prefrab, no entities, 4 lights at low level - 18 minutes to run test map.

Full shader, quick lightmapping, medium texture quality, science lab prefab, 6 lights low level - 2 minutes.

As far as the difference in map quality, there were a few better lighting effects with the full on everything, but to take that long with nothing but a room and 4 lights, especially on a
p3.4ghz system w/ 2 gig ram is really bad.

I just did this in case anyone was thinking about using the full affects on their maps. I got great results using the full shader, medium quality and quick lightmapping.

My question is, if I were to take a complete map like what most people are making, had full effects on everything, based on my calculations, that would take a day or so to compile. If that is the case, why have it. Or am I mistaking? It would seem to me, based on using other map creation systems for HL2 and such, what is the problem with the lightmapping and shaders in this engine compared to those. Is it a question of openGL vs DX or something like that?

Just though I would put this out there to see if anyone knows why it is so slow on a top notch system.
Candle_
18
Years of Service
User Offline
Joined: 29th May 2006
Location: kindergarten
Posted: 12th Jun 2006 00:03
Would never run on my machine:
1.80 gigahertz AMD Athlon XP
128 kilobyte primary memory cache
64 kilobyte secondary memory cache
768 Megabytes Installed Memory
NVIDIA GeForce FX 5200 128 MB

Reality Forgotten
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 12th Jun 2006 01:11
Hig numbers do not always mean top notch.

If you are running full lightmaps on four lights then you have lights crossing wach other. in any event all you need is 4 lights with small lightmaps and full shader and you will see a drastic improvement

RF

MR useless
18
Years of Service
User Offline
Joined: 30th May 2006
Location:
Posted: 12th Jun 2006 02:12
i found that the full light map seting dosent do any justice, i mean there are verey litile changes, but for the model qulity therwe are big changes.
i alwas view levels with quick light map and medum models
also if you are using a nivida graphics card they over kill shading, go into the manger and ghange it to performance, this will make it much better but realy dosent take away from the qulity.

tird of the same boring games, well then buy a cocon game and elemanate your bordem
Disturbing 13
20
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 12th Jun 2006 02:14
yeah with most comps the higher settings are pretty much useless. you have too have an ubercomp to get those running at good speeds.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Lucifer
19
Years of Service
User Offline
Joined: 26th Dec 2005
Location:
Posted: 12th Jun 2006 03:49 Edited at: 12th Jun 2006 15:36
what 3d card do you have?

Just google pallmanni and get the history of me!

http://whatishl.ytmnd.com/ so friggin funny!
Black
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Austria/Linz
Posted: 14th Jun 2006 22:43
i tryed that to.Sometimes it works on full shaders and all that stuff in like 3 min's sometimes it wont work at all.I have 512 RAM Ati Radeon X800 GT 256 and AMD Athlon 3200+.Its realy strange lol

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