Insider are you aware to how BSP is used? How the visibility is calculated?
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^Camera ^Vis Beam
There is a beam almost literally shot from the current centre eyepoint of the user camera ... it moves along calculating its tragectory everstep until it hits a polygon, and the collision is then based down the Vis Tree (the arrayed visibilty data) based upon the current vector.
it must do this for almost every possible angle, and the further the distance the heavier the calculations + heavier the presicion becomes because it is checking more and more at a greater distance.
And the Vis works like a monitor only does a single beam at a time so it takes time to sync the whole screen then check that against the Tree and finally do a ZBuffer on it all.
It is apparent that BSP within Pro is slower doing a stress test over Quake3 which is a fully laden (and not optimised to allow for Modifications) engine!
Have you ever played quake3 Rally? My Althon 800 w/GeForce2 Ti Ultra and 256Mb Ram can scrape up around 35fps at 640x480!
The main reason is because the Car Physics which has to be calculated ... Add this with the BSP checks, and really its useless.
Also 10,000 for an indoor arena is quite a sound judgement, because remember the track has to be relatively smooth else it causes the physics to have to be recoded (same goes for the outdoor areas), plus the crowds, you're not sure what the indoor areas will contain - if its a city then its likely there will be shops and people!
Plus the mall like things, or even the stalls within the shops themselves!
Mapping products arn't like modelling products, and if you do use a model instead of a prefabrication - then it isn't Visibilitied THAT will be full polygons.
Plus 10Mb for a Counter-Strike world is about adverage, i mean you're going to have Textures arn't you?
Alot of CS levels use what comes with the product - you ever seen one with all the textures in a seperate pak?
THEY all have to be loaded into memory too, so don't forget the slowdown from that.
I mean BSP is fine as long as your system can handle it - but we've already established time and time again that Professional relys almost entirely upon your graphics card.
Next time you run your BSP world, use the statistic(1) command if you want to know how many polygons your get... no you won't get 1,000 all the time but these are the peak expectancies and we are talking about people who DON'T have years of experience developing maps, understanding optimisations, and want to make thier games rival titles suchas Burnout2 - so the cars are probably not exactly likely to be low polygon either!
Insider try to remember i'm not talking from a newbies point of veiw here, i've developed worlds in this format for over 7years, i've a good working knowlage of how scenes should be setup, i also have coded in this format and seen TTOOO many OpenGL engines using this format in a debug state and what it is capable of.
Insider also remember that CS has pretty small worlds, which if you drove a car in them you'd hit the end of the world before you hit 20mph.
Infact they're Smaller than Half-Lifes Single Player portalised worlds - with ALOT less detail too.
If he is thinking something in the Range of GTA3:Vice City worlds, then BSP will be good in the buildings - however it will ALL need to be preloaded, because loading times of BSP is just intolerable.
But then again swapping between formats for indoors and outdoors is stupid because you also have to change the collision setup - which can be more costly than good.
BSP is a one trick poney - which on its own is fine, once you get it out of its area of expertise and such it dies horribly. Personally i hope that with DarkBasic World format they'll take a very different approach to the visibility setup - i think the N64's ZBuffer Cull is probably one of the safest bets, that way the format doesn't need it at all it can be built into the engine. Anything the ZBuffer detects as hidden and the rest of the geometry within that area is hidden.
And if you don't believe that BSP is now getting too old play ANY of the newer games on lower end systems that use BSP - perhaps you can be happy with 14-25fps personally though i'm a firm believer that anything under 30fps is a waste of time.
When you have FPS that low it affect EVERYTHING not just the games referesh speed.
Anata aru kowagaru no watashi! 