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How a skybox can effect your map

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How a skybox can effect your map Empty How a skybox can effect your map

Post by Admin Mon Jan 16, 2017 8:52 pm

This shows how a badly made skybox can eat up your resources, the only difference between these two maps is the sky.


Bad sky box

How a skybox can effect your map 210

Good sky box

How a skybox can effect your map 110


Here are the results for the badly made sky, highlighted in red is the higher memory usage.
Remember this is a tiny map, the effects on a normal map could be huge.

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              1/400           64/25600    ( 0.3%)
planes             57/32767       1140/655340   ( 0.2%)  +40
vertexes          223/65535       2676/786420   ( 0.3%) +546
nodes              85/32767       2040/786408   ( 0.3%) +312
texinfos                   48/8192        1920/327680   ( 0.6%)
faces             222/65535       4440/1310700  ( 0.3%) +1280
clipnodes         126/32767       1008/262136   ( 0.4%) +144
leaves             33/8192         924/229376   ( 0.4%) +140
marksurfaces      223/65535        446/131070   ( 0.3%) +30
surfedges        1016/512000      4064/2048000  ( 0.2%) +1108
edges             509/256000      2036/1024000  ( 0.2%) +460
texdata          [variable]      33564/2097152  ( 1.6%)
lightdata        [variable]      29025/2097152  ( 1.4%) +9
visdata          [variable]        181/2097152  ( 0.0%) +37
entdata          [variable]        373/131072   ( 0.3%)
=== Total BSP file data space used: 82545 bytes ===

Good skybox

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              1/400           64/25600    ( 0.3%)
planes             55/32767       1100/655340   ( 0.2%)
vertexes          176/65535       2112/786420   ( 0.3%)
nodes              72/32767       1728/786408   ( 0.2%)
texinfos           48/8192        1920/327680   ( 0.6%)
faces             158/65535       3160/1310700  ( 0.2%)
clipnodes         108/32767        864/262136   ( 0.3%)
leaves             28/8192         784/229376   ( 0.3%)
marksurfaces      208/65535        416/131070   ( 0.3%)
surfedges         739/512000      2956/2048000  ( 0.1%)
edges             394/256000      1576/1024000  ( 0.2%)
texdata          [variable]      33564/2097152  ( 1.6%)
lightdata        [variable]      29016/2097152  ( 1.4%)
visdata          [variable]        144/2097152  ( 0.0%)
entdata          [variable]        373/131072   ( 0.3%)
=== Total BSP file data space used: 79777 bytes ===

So it seems using null on the outer sides of the sky can save us resources as long as they don`t overlap other brushes.

How a skybox can effect your map Low10



noskyclip is another option if you get the max clipnodes error, but it seems to add extra faces.

Disable automatic clipping of SKY brushes.

By default HLCSG will CLIP all SKY brushes, as well as remove all non-sky faces on the 'inside' of a sky brush (which eases up vis time, and improves some time and memory usage in rad as well).

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