esselfortium
Cumulonimbus Antagonistic Posting

Posts: 5163
Registered: 01-02 |
Air Snares (S9DM01, the orange map) might run more smoothly if Graf's recent portal optimizations were ported over to Skulltag, but I'm not sure by how much: testing it out in a recent ZDoom SVN should tell you.
Shogouki (S9DM03, Space Tokyo) is more difficult; it's a wide-open layout with tons of 2-sided lines and not much to block sight. It might be possible to optimize a few more fps out of the renderer (SoM and Quasar somehow manage to seemingly do this to Eternity every time a release they're interested in has speed issues in it; Sunder was the impetus for a lot of performance improvements), but I'm not sure where to even begin to look. As for optimizing the map itself, I don't think is really possible without making major changes to the layout.
My 2.0ghz machine from 2006 runs smoothly on either map if I turn down screenblocks a bit (that is, hit - a few times to show a border around the game). Shogouki still occasionally goes below 20 fps, but for the most part it stays in the 30 to 50 range to me.
Last edited by esselfortium on 04-01-11 at 09:00
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