Source engine Benchmarking: Largest map

Trippey

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I have been doing some benchmarking tests with current Source games. Here I was conducting a test to see how Visleafs will handle large maps like this. Here are a few pictures of my end result.

2rwup8y.jpg


25p3fyq.jpg


I Know most of these images make it hard to behold the volume of the map so here is the download of the map so you can see it yourself, download link below. (NOTE: This map is for Counter Strike: Source)

http://www.mediafire.com/?fuj1v1kf855tv49
 
how is that really testing how vis leafs works with just a large map. There is no vis cutting geometry in the map just a box with a displacement and there really is nothing for vis to actually do if it actually did create more than just 1 big leaf since there is no geometry to hide.
 
how is that really testing how vis leafs works with just a large map. There is no vis cutting geometry in the map just a box with a displacement and there really is nothing for vis to actually do if it actually did create more than just 1 big leaf since there is no geometry to hide.

Go and try it yourself, go and try to make a huge map and see how it turns out. If you do it wrong your map will simply disappear after compiling.
 
my point was more around that it is not really a useful benchmark since no one would make a fully detailed map like that and if they did it would never run and be playable since it cant really be optimized unless you set the fog distance and clipping pane low to cut down on what is visible and being rendered but that would defeat the purpose of a huge open map.
 
I'll have to agree with Passerby here, there's no reason to stretch the source engine to this limit and by then it would end up being completely screwed up and laggy.
 

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