Prolly some OS caching after access. 


>________________________________
> From: "tja...@comcast.net" <tja...@comcast.net>
>To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> 
>Sent: Monday, 14 January 2013, 14:47
>Subject: Re: [hlcoders] Pre-Loading Maps
> 
>
>That's a shame. I did look through zone cpp/h but it might be over my head, 
>when it comes to memory allocation. 
>Also, from what I've heard -heapsize command line doesn't matter anymore with 
>orange box. So I'm not sure if that file is still relevant. 
>
>Is there any cheap tricks to help performance? I'm bouncing between maps, and 
>users are getting frustrated with load times. 
>
>I do have a benchmark time that shows how long a map takes to load (grab 
>curtime from preload and compare with curtime in postload. not sure how 
>accurate) and I noticed if the map has been loaded before it takes half the 
>amount of time to load.
>So something is staying in the memory. 
>
>>________________________________
>From: "Jonatan Matějka" <jonatan1...@gmail.com>
>To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
>Sent: Monday, January 14, 2013 8:19:43 AM
>Subject: Re: [hlcoders] Pre-Loading Maps
>
>Hi,
>if there were not significant changes in engine after HL2 alpha leak, there is 
>no way to load nextmap before mapchange. You can precache it, but it will be 
>trashed on mapchange anyway. If you own leaked source, take a look at 
>zone.cpp/h where you can take a look for yourself.
>
>
>2013/1/14 Trevor Janok <tja...@comcast.net>
>
>Hello HLCoders.
>> 
>>I have no idea how Source loads/renders the BSP levels. Since I assume most 
>>(if not all)  of this is done in the engine which we don’t have access to.
>>But is there anyway to load a BSP into “memory” so the client can switch maps 
>>faster? 
>> 
>>I mean, if you’re running on decent hardware Source maps load fast. But it 
>>would be nice to start “preloading” maps when players near completion of the 
>>current level.
>>The gameplay of my mod would help greatly from this, as maps are broken up 
>>into multiple levels running on a master server. 
>> 
>>I guess I can’t really assume what it’s “preloading” as I’m not sure of what 
>>Source is doing when it’s switch to a different map.
>> 
>>Anybody have any insight? Thanks.
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>
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