Mapdev:performance: Difference between revisions

From Spring
Jump to navigationJump to search
Abma (talk | contribs)
No edit summary
Flozi (talk | contribs)
m recategorise "Map Dev"
 
(4 intermediate revisions by 2 users not shown)
Line 2: Line 2:
Tips on optimizing your maps performance
Tips on optimizing your maps performance


== SMT File Size ==
Spring map tile files are essentially a large array of 32x32 pixel images which the SMF file references in its map tile index.
To reduce the size of your map, consider aligning any texture images to a 32x32 grid. When compiling, an image matching algorithm may be able to detect duplicate tiles and reference only the one.
Infact any repeated features on the map, so long as they are shifted to 32x32 pixel multiples will allow the map compiler to optimise it.
== Other ==
{{FIXME}} clean up
{{FIXME}} clean up


"Download GPU-z.
Download GPU-z.
That lets you monitor the amount of gpu ram in use as well as gpu load %. Remember that the whole map gets loaded into it, along with all the textures. If you do a /give all ingame and your gpu ram use goes above 512MB (providing your card has at least 1gb) then it is probably too much.  
That lets you monitor the amount of gpu ram in use as well as gpu load %. Remember that the whole map gets loaded into it, along with all the textures. If you do a /give all ingame and your gpu ram use goes above 512MB (providing your card has at least 1gb) then it is probably too much.  


As a stopgap measure, I recommend .dds textures, because they use as much gpu ram as their filesize. All png and other images get decompressed and mipmapped. A non dds 2k square image will occupy 16 MB gpu ram.
TLDR: get gpu-z, look at what actually changes your performance. Ignore whiners standing in the way of progress. Tell whiners to /advmapshading 0
 
As a stopgap measure, .dds textures are recommended because they use as much gpu ram as their filesize. All png and other images get decompressed and mipmapped. A non dds 2k square image will occupy 16 MB gpu ram.


People with shit gpus complaining is nothing new, 256MB is insufficient anyway.  
People with shit gpus complaining is nothing new, 256MB is insufficient anyway.  
Line 13: Line 23:
All in all, its unlikely to eat too much performance by using uncompressed 2k images, SSMF is taxing for many peoples gpus anyway.
All in all, its unlikely to eat too much performance by using uncompressed 2k images, SSMF is taxing for many peoples gpus anyway.


TLDR: get gpu-z, look at what actually changes your performance. Ignore whiners standing in the way of progress. Tell whiners to /advmapshading 0
remove waterplanecolor tag from smd. It will stop water being all around the map.
 
EDIT: remove waterplanecolor tag from smd. It will stop water being all around the map." - [[User:Beherith|Beherith]] from [http://springrts.com/phpbb/viewtopic.php?f=13&t=29579 forum topic]


(from [http://springrts.com/phpbb/viewtopic.php?f=13&t=29579 forum topic] )


[[Category:Map making|Map_making]]
[[Category:Map Dev]]

Latest revision as of 01:25, 22 February 2014

Performance

Tips on optimizing your maps performance

SMT File Size

Spring map tile files are essentially a large array of 32x32 pixel images which the SMF file references in its map tile index.

To reduce the size of your map, consider aligning any texture images to a 32x32 grid. When compiling, an image matching algorithm may be able to detect duplicate tiles and reference only the one.

Infact any repeated features on the map, so long as they are shifted to 32x32 pixel multiples will allow the map compiler to optimise it.

Other

FIXME: clean up

Download GPU-z. That lets you monitor the amount of gpu ram in use as well as gpu load %. Remember that the whole map gets loaded into it, along with all the textures. If you do a /give all ingame and your gpu ram use goes above 512MB (providing your card has at least 1gb) then it is probably too much.

TLDR: get gpu-z, look at what actually changes your performance. Ignore whiners standing in the way of progress. Tell whiners to /advmapshading 0

As a stopgap measure, .dds textures are recommended because they use as much gpu ram as their filesize. All png and other images get decompressed and mipmapped. A non dds 2k square image will occupy 16 MB gpu ram.

People with shit gpus complaining is nothing new, 256MB is insufficient anyway.

All in all, its unlikely to eat too much performance by using uncompressed 2k images, SSMF is taxing for many peoples gpus anyway.

remove waterplanecolor tag from smd. It will stop water being all around the map.

(from forum topic )