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FPSC Classic Product Chat / How does exactly fpsc portal culling works?

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Stalker93
16
Years of Service
User Offline
Joined: 1st Sep 2008
Location: Italy
Posted: 6th Feb 2014 11:32
I'm working on big project which most of the time uses huge outdoor areas. I know fpsc handles that pretty bad, but I heard of some tricks that may help keeping framerate acceptable. I've been wondering how does the portal culling system works. On my machine I'm always getting a steady 60fps on a huge 40x40 map with around 400k polys, only 6 dynamic entites, no shaders on static ones, almost no rooms made of segments and water (running on a GTX 465@1680x1050). Well a friend of mine has a framerate of just 20fps running on a GT640m@1366x768. Defenitely I'm in the need of an intense optimization work. But how? I've tried the invisible room trick with visoverlay=1, by making this little room where the player was confined, but actually nothing changed...still 20fps on his laptop. I know it's not a great machine, but Skyrim runs pretty good at medium detail. Could anybody explain me some tricks and how does this portal culling system works? ...btw, another thing: I'm not sure if it's a bug or what, but by changing dynamiclighting from 1 to 0 inside the setup.ini, his framerate went up to 31fps. The thing is I'M NOT using dynamic lights inside that map...weird. Thanks!

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