DM-Aly post # 3, video preview as been watched more than 230 times, but sadly, only 3 peoples had leave a comment… so… a big THX to you 3 m8’s 😀
Since, I’m polishing the map the more I can and the most important part at this stage is the optimization step. I’m doing my best (THX to my UT3 experience!) to optimize the map and this is what as been done so far :
. All decals, particles are visible only in high mode.
. All hidden surfaces (BSP and SM) are using the stock ‘RemoveSurfaceMaterial’ to reduce memory usage.
. Landscape hidden areas have been set invisible.
. Manually determine culling values on many, many SM so they won’t be rendered if they aren’t visible to the camera.
. Finally, the longest part… many SM as been merged together. Doing this make the map file larger (the map file size as reach 506MB) BUT provide much more FPS reducing draw calls which is a must for low-mid end GPUs. I also made 2 to 4 additional LODs for each SM (imported and merged) depending on the SM.
Below, pics to show you few meshes with their LODs values just to show how drastic the draw calls as been reduced! Remember that everything is a WIP 😉