Invisible segments around your map's perimeter won't improve your framerate. FPSC's culling system finds rooms enclosed by segments and then culls any room that you aren’t in. With invisible segments around your entire map without divisions, your map will be treated as if the entire map were inside of a single room so there wouldn't be anything to cull.
Quote: "what if someone shoots at the invisible wall? Will there be a gunshot whole in it?"
Change the materialindex = line in the .fps. Try setting it to 0, or leave it blank.
Quote: "don't you need the invisible wall to be a dynamic object in the first place ? "
Nope, the texture just needs an alpha channel.
Kravenwolf