Idiot_stupid_head
Newcomer
I'm making a map for U1 and UT1 which both use the same BSP and occlusion methods. Here is what I've found so far:
I cannot use more than 150 BSP polies on screen on wide open areas, it's the safe max limit for low end PCs. Indoor I can go for 300 or so.
Textures under the same resolution renders nearly 2x as fast if they are s3tc compressed, I belive that my shit MX440 has a increbly low fillrate to gain that much performance just by compressing texture as s3tc over palletized. Also, upscaling textures seems to give me nearly the same boost in fps. In contrast, downscaling textures seems to give slow down rendering by the same ammount as upscaling does speed up rendering.
UT2 BSP doesn't occlude, why did Epic choose to drop BSP self occlusion?
UT2k7 seems to have no zone portals nor antiportals, how is that auto occlusion possible?
I cannot use more than 150 BSP polies on screen on wide open areas, it's the safe max limit for low end PCs. Indoor I can go for 300 or so.
Textures under the same resolution renders nearly 2x as fast if they are s3tc compressed, I belive that my shit MX440 has a increbly low fillrate to gain that much performance just by compressing texture as s3tc over palletized. Also, upscaling textures seems to give me nearly the same boost in fps. In contrast, downscaling textures seems to give slow down rendering by the same ammount as upscaling does speed up rendering.
UT2 BSP doesn't occlude, why did Epic choose to drop BSP self occlusion?
UT2k7 seems to have no zone portals nor antiportals, how is that auto occlusion possible?