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POLY COUNT BLUES
See also: Level Design - Compiling - Troubleshooting - Editors -
Updated November 8, 2000 - 10:45 PM

 

How to Reduce Poly Count

* Remove brushes -- especially small brushes. Remove, remove, remove. Brushes contribute to R-Speeds, the measure of engine load.

* Remove items -- guns, healthpacks, whatever -- move 'em someplace else.

* Use larger textures -- if your walls are covered with 64x64 textures, make new bigger textures, 256x256 or whatever. The .wad file is bigger, but there's less engine load at run time.

* Replace brushes with simpler brushes -- replace 6-sided cylinders with 4-sided cylinders, etc.

* Set monster "Fade Corpse" flag -- so the engine doesn't bother rendering the dead. (Yes, this is a disappointing loss. But if you need to speed the game, and you've got some or many or a huge number of corpses, this method helps.)

* I've read that you can improve polys by "mitering" walls -- use the Vertex tool so that where two walls form an L-shaped corner, the walls meet along a diagonal, rather than one wall butting up against the other.

* View reduction -- for instance at entrances/exit, use a U-shaped tunnel to connect two large spaces ... the U-shape is to ensure that Vis doesn't map a line-of-site between the large spaces ... similarly, the middle of a U-tunnel is a good place to locate a change-level. See also Level Design.

* * No overlapping World brushes, right? Always a bad idea -- !

Yes, you can overlap Entity brushes -- many game effects require multiple overlapping Entity brushes -- but expect engine load.

See also Troubleshooting: Slow.

 

 
POLY COUNT BLUES
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