Title: Map analysis
Post by: fromhell on April 14, 2014, 05:35:11 AM
In 3 hours, I tried all of the available maps looking for issues and performance problems (with the synthetic r_slowness cvar in the OA engine github) A lot of the cases involve overdraw (i.e. rendering most of the level you don't actually see) and some with portals that lead to extreme slowdowns. Also I've personally rated quality, which often have a lot to do with OA's own assets No bots were added to any level. I was going to identify the weapons in each but that took too long. Settings used: r_mode 4 (800x600) r_slowness 4 r_slowness_cpu 300 r_slowness_gpu 96 r_detailtextures 0 r_picmip 0 cg_simpleitems 1 (we're testing the map here so the models have to be turned off) cg_draw3dicons 0 r_subdivisions 4096 r_lodbias 0 r_leifx 4 (limits textures to 256x256 16-bit at least) OA 0.8.8
mapname Weapons Performance (in FPS) Quality Year(orig) Notes ----------------------------------------------------------------------------------------------------------------------------------- aggressor SG GL RL LG PG 30-50 6/10 2006 evillair textures; nexuiz map am_galmelvish SG RL RG LG NG 10-28 4/10 2008 Uses old high poly torches; sky is tesselated; torch light too saturated; old blue sky am_galmelvish2 SG RL RG LG NG 11-27 4/10 2008 Uses old high poly torches; sky is tesselated; torch light too saturated; old blue sky am_lavaarena RL RG PG LG NG 42-56 3/10 2008 Very wide and a bit boxy; old blue sky; not much vertical am_lavactf RL RG PG LG NG 37-54 4/10 2008 Very wide and a bit boxy; old blue sky; not much vertical am_lavactfxl 32-53 4/10 2008 Very wide and a bit boxy; old blue sky; not much vertical am_mckinleyish2 19-50 5/10 2008 Lots of overdraw in the center water area (big dip); dwarven feeling am_spacecont 8-32 6/10 2008 Lots of overdraw. LOTS. am_thornish 6-19 6/10 2008 Overdraw with the pillar curves - renders the whole level often. am_underworks 30-48 5/10 2008 Dwarven feeling; old blue sky; some saturated lights, some overdrawn areas am_underworks2 7-28 7/10 2008 MASSIVE overdraw issues, i.e. draws center pillar areas from far away corridors ; old blue sky blitzkrieg2 19-35 7/10 2008 Overdraw issues; old blue sky; no ambience cbctf1 28-50 5/10 2006 evillair textures; nexuiz map ce1m7 19-30 5/10 2006 Lava is too tesselated; old messy hipoly torch; nexuiz map; quake map ctf_compromise 23-50 8/10 2008 Some overdraw issues in the hallways and balconies ctf_gate1 32-47 7/10 2007 Old blue sky ctf_inyard 17-50 8/10 2007 Flares on lights too bright czest1dm 15-42 6/10 2007 Old blue sky; some severe overdraw around the bridge and other areas czest1tourney 29-47 7/10 2007 A bit undertextured; contains tesselated lava czest2ctf 4-17 5/10 2007 MASSIVE overdraw, can see entire map, if not the entire base from one side czest3ctf 16-50 6/10 2007 Texture scaling could be more consistent; tesselated lava; overdraw on the rafters delta 20-48 4/10 2007 Rather bland dm4ish 42-57 3/10 2005 Not by Aardappel; lava is doublesided and waving; very bland; Quake map dm6ish 44-50 6/10 2006 No ambience; Sky unusually bright; bad portal shader; Nexuiz map; Quake map fan 42-49 3/10 2006 Fan can get stuck and sometimes cause crashes; tesselated lava; Unreal map hydronex 9-45 6/10 2007 Water is WAY TOO tesselated; nexuiz map; UT map hydronex2 20-42 6/10 2008 Overdraw in the flag rooms; nexuiz map; UT map islanddm 9-16 5/10 2007 Water could be too tesselated; heavy overdraw islandctf 9-43 6/10 2007 Water could be too tesselated; heavy overdraw; very fast in the tunnel though kaos 12-45 7/10 2006(2000) Lava is heavily tesselated AND flared; old blue sky; no teleporter; q3 arches kaos2 40-45 7/10 2008 Lava is heavily tesselated still; old blue sky; q3 arches mlca1 7-41 5/10 2012 Massive overdraw; some dwarvish feeling; strange texture choices (repeated glass windows?) mlctf1beta 11-47 6/10 2012 Overdraw oasago1 11-45 6/10 2010 Overdraw; ambient light too high to the point of no shading at all oasago2 9-33 6/10 2012 Overdraw; some lights too saturated and falls off too soon oa_bases3 40-50 2/10 2006 Overdraw in some spots; box map oa_bases3cl 48-50 0/10 2005 Outdoors are too damn bright; box map no one should ever play anymore ever oa_bases3plus3 13-36 5/10 2007 Overdraw issues, including most of the map drawn from the corner corridor oa_bases5 30-44 1/10 2007 Box map; Blood map oa_bases7 40-45 2/10 2008 Box map; bad texture choices oa_ctf2 32-37 4/10 2007 Strange floor texturing; tiny jumppads Quake3 map oa_ctf2old 32-37 4/10 2006 Peach lighting; tiny jumppads Quake3 map oa_ctf4ish 26-40 4/10 2006 Overdraw (platforms drawn entirely); Purple lighting; Quake3 map oa_dm1 30-50 3/10 2006(1996) Mirror portal in teleporter leads to huge overdraw; quake map; boxy oa_dm2 20-46 5/10 2006(1996) Overdraw in water area; busy texturing; Quake map oa_dm3 30-48 9/10 2008(1996) Quake map oa_dm4 35-49 5/10 2006(1996) Quake map; skulls; some oversaturated lighting in places oa_dm5 4-19 8/10 2008(1996) Quake map; old messy highpoly torches; portal teleporter triggers heavy overdraw; VERY bright flames oa_dm6 15-40 4/10 2007(1996) Quake map; uglier than dm6ish; too subdivided lamps and torches; overdraw oa_dm7 30-47 4/10 2007(1996) Quake map (although cutting room floor'd); no ambience oa_koth1 18-48 7/10 2007 Some overdraw issues and mudding texturing oa_koth2 28-47 8/10 2007 Torches could be optimized; overdraw in some places oa_minia 20-38 6/10 2007 Could be textured better; overdraw oa_pvomit 12-34 8/10 2007 Flares slow down in high quality mode; overdraw; skybox too busy oa_reptctf1 20-40 6/10 2008 Dwarvish feeling; strange blue sky; overdraw in some areas around the water oa_rpg3dm2 14-40 7/10 2006(2000) Old blue sky; heavy overdraw; too loud ambience oa_shine 20-39 8/10 2008 Heavy overdraw; stairs could possibly become ramps; tesselated sky oa_shouse 10-30 7/10 2007 Heavy overdraw; sky could be better; evillair texture heavy oa_spirit3 5-48 8/10 2008 Portals in water and bases really kill framerate oa_thor 4-21 6/10 2012 Extremely heavy overdraw especially for a space map ps37ctf 30-47 7/10 2012 Water area may exhibit some overdraw; sky could be too dark ps37ctf2 37-49 7/10 2012 Sky could be too dark ps9ctf 9-40 7/10 2012 Heavy overdraw from flag and base corridors pul1ctf 12-46 7/10 2008 Overdraw around flag area; too simple textured pul1duel-oa 13-36 8/10 2009 Heavy overdraw around outer hallways; some texture mismatching pxlfan 15-45 6/10 2012 Fast near stairs but heavy overdraw otherwise; dominantly red q3dm6ish 46-50 3/10 2005(2000) Badly textured; no ambience; Boxy; Quake3 map sleekgrinder 20-45 7/10 2007 Overdraw in most areas; missing a light texture slimefac 20-44 8/10 2007 Overdraw in stairwells; map textures might be a bit simple suspended 9-17 6/10 2007 Heavy overdraw for a floater; high quality flare slowdown wrackdm17 20-40 7/10 2007 Quake3 map
COMMUNITY PACK 1
mapname Weapons Performance (in FPS) Quality Year(orig) Notes ----------------------------------------------------------------------------------------------------------------------------------- oacmpctf1 42-50 8/10 2014 Very clean; some overdraw behind a midsection wall oacmpctf2 11-27 8/10 2014 Overdraw from flag rooms oacmpctf3 8-20 7/10 2014 Heavy overdraw, including from inside the bases oacmpdm1 11-35 7/10 2014 Overdraw in hallways; dwarfish feeling oacmpdm2 17-32 6/10 2014 Overdraw floater oacmpdm3 20-30 8/10 2014 Overdraw; complex teleporters; egyptian theme oacmpdm4 24-45 7/10 2014 Overdraw outside; Purple lighting; space stars could be moved to a skyroom oacmpdm5 30-48 8/10 2014 Clean oacmpdm6 20-35 7/10 2014 Overdrawing oacmpdm7 20-40 8/10 2014 Heavy overdraw; stairs could become ramps? Also health items are through floor oacmpdm8 28-38 8/10 2014 Very curvy oacmpdm9 10-27 7/10 2014 Heavy overdraw; some complex geometry isn't actually very visible, like the stuff under the chaingun platform oacmpdm10 10-21 6/10 2014 Heavy overdraw; strange texturing; bot play is highly latent
Title: Re: Map analysis
Post by: wing0 on April 14, 2014, 06:56:12 AM
Can you give me a short howto on how to use this test on my maps?
Title: Re: Map analysis
Post by: Neon_Knight on April 14, 2014, 07:04:49 AM
The map I've put the most amount of work reached a 7 at its best. Clearly I still have a lot to learn. :/ Though I really wish /r_slowness would have come sooner. It would have been really useful while mapping. Can you give me a short howto on how to use this test on my maps?
I haven't done it yet, but I guess you have to clone and compile the git repo which contains the most recent changes.
Title: Re: Map analysis
Post by: wing0 on April 14, 2014, 07:12:50 AM
There are so many git repos out there with ioq3 merges, modifications, etc.
Which one was it again?
Title: Re: Map analysis
Post by: sago007 on April 14, 2014, 08:53:34 AM
Can a space map be suffering from overdraw? Everything is visible almost all the time.
czcest2ctf have a weird problem. If I remember correctly it suffers from underdraw when compiled with vis optimization.
Title: Re: Map analysis
Post by: Neon_Knight on April 14, 2014, 11:23:28 AM
About my maps:
* am_galmevish and am_galmevish2 are both deprecated. I'm creating an OA3 version, in the secret OA3 maps forum. * The lava* series will be redone as well. I agree it's extremely horizontal. Though those were my first maps ever since I've learnt how to create maps for OA. * About mckinleyish* (theres mckinleyish1 in the SVN, though its building is awkwardly poor) I'm going to discontinue them. * About thornish, well, it's supposed to be a plain map considering the sources. * About spacecont, what Sago said. If there's a way to optimize void/platform/space maps, I haven't heard of it. * About underworks1, it's deprecated. * About underworks2, I want to further optimize it but I have no idea where to start.
Title: Re: Map analysis
Post by: Suicizer on April 14, 2014, 03:34:40 PM
About my maps:
* am_galmevish and am_galmevish2 are both deprecated. I'm creating an OA3 version, in the secret OA3 maps forum. * The lava* series will be redone as well. I agree it's extremely horizontal. Though those were my first maps ever since I've learnt how to create maps for OA. * About mckinleyish* (theres mckinleyish1 in the SVN, though its building is awkwardly poor) I'm going to discontinue them. * About thornish, well, it's supposed to be a plain map considering the sources. * About spacecont, what Sago said. If there's a way to optimize void/platform/space maps, I haven't heard of it. * About underworks1, it's deprecated. * About underworks2, I want to further optimize it but I have no idea where to start.
The bouncy map (q3dm16) and Space Chambers (q3dm18) are quite optimised. They aren't dropping my framerate at least (while other spacemaps often do liks terminal heights, longest yard etc)...
Title: Re: Map analysis
Post by: fromhell on April 14, 2014, 03:56:27 PM
The map I've put the most amount of work reached a 7 at its best. Clearly I still have a lot to learn. :/ It beats a 3 at best! Also many of the 'dwarvish' maps often deal with wide areas and huge texture scales. There are so many git repos out there with ioq3 merges, modifications, etc.
Which one was it again?
https://github.com/OpenArena/engine This is the repo with the most recent changes and is closest to the latest ioq3
Title: Re: Map analysis
Post by: Neon_Knight on April 14, 2014, 06:20:46 PM
Also I'm really happy to see the OACMP maps with very good score. =) EDIT: List with maps with score >= 7, not including remakes: OA 0.8.8 mapname Weapons Performance (in FPS) Quality Year(orig) Notes ----------------------------------------------------------------------------------------------------------------------------------- am_underworks2 7-28 7/10 2008 MASSIVE overdraw issues, i.e. draws center pillar areas from far away corridors ; old blue sky blitzkrieg2 19-35 7/10 2008 Overdraw issues; old blue sky; no ambience ctf_compromise 23-50 8/10 2008 Some overdraw issues in the hallways and balconies ctf_gate1 32-47 7/10 2007 Old blue sky ctf_inyard 17-50 8/10 2007 Flares on lights too bright czest1tourney 29-47 7/10 2007 A bit undertextured; contains tesselated lava kaos2 40-45 7/10 2008 Lava is heavily tesselated still; old blue sky; q3 arches oa_koth1 18-48 7/10 2007 Some overdraw issues and mudding texturing oa_koth2 28-47 8/10 2007 Torches could be optimized; overdraw in some places oa_pvomit 12-34 8/10 2007 Flares slow down in high quality mode; overdraw; skybox too busy oa_rpg3dm2 14-40 7/10 2006(2000) Old blue sky; heavy overdraw; too loud ambience oa_shine 20-39 8/10 2008 Heavy overdraw; stairs could possibly become ramps; tesselated sky oa_shouse 10-30 7/10 2007 Heavy overdraw; sky could be better; evillair texture heavy oa_spirit3 5-48 8/10 2008 Portals in water and bases really kill framerate ps37ctf2 37-49 7/10 2012 Sky could be too dark ps9ctf 9-40 7/10 2012 Heavy overdraw from flag and base corridors pul1ctf 12-46 7/10 2008 Overdraw around flag area; too simple textured pul1duel-oa 13-36 8/10 2009 Heavy overdraw around outer hallways; some texture mismatching sleekgrinder 20-45 7/10 2007 Overdraw in most areas; missing a light texture slimefac 20-44 8/10 2007 Overdraw in stairwells; map textures might be a bit simple
This is a pretty neat list, indeed.
Title: Re: Map analysis
Post by: wing0 on April 16, 2014, 10:57:04 AM
Thanks for pointing me to that repo ...
Now I got this error:
remote: Permission to OpenArena/engine.git denied to Livewingx.
:P
P.S.: Sometimes I post but then my post disappears or is not posted at all :O
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