Mapdev:performance: Difference between revisions

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


(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 making|Map_making]]

Revision as of 14:11, 24 January 2013

Performance

Tips on optimizing your maps performance

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 )