Avoid func_lod, do not use a lot of those within a map. It consumes much 
of precious fps when rendered compared to func_detail. You might not 
notice the difference on high end machine but low end it shows pretty 
clearly. I have used func_lod on my own projects only once or twice per map.

As an example (not from l4d2 but from cs source), i encoutered a map 
with a friend that had used func_lod on brushes, instead  func_detail 
which should have been used. So with permission from the owner, we 
updated that map and fine tuned it a bit. Fps became very steady and 
increased with 100+ from what it was. Func_lod is very expensive to use, 
if used a lot.

-ics

17.6.2010 19:20, Benjamin J Dunbar kirjoitti:
> Hey man, that's an enormous help for me.  Thank you.
>
> It looks like func_lod is worth trying out.
>
> Question about "waterindices": Does it say anything about there being a limit 
> or breaking point for them?  I'm only halfway to the brush limit but the 
> "waterindices" is up to 85%, do you think the engine will break if I ended up 
> going much higher?  The map itself has great frame rates.
>
> The other wierd thing is that I normally get those "glimmering edges and 
> cracks" in my brushes no matter what I do.  They usually appear in dark areas 
> and at distances greater than 500 units.  I have learned to deal with it and 
> map in such a way that gives very few long-distance views in darkness - ei 
> dark tunnels.
>
> Thanks again
>
> ----- Original Message -----
> From: "Kenneth B. Swisher"<capt...@qis.net>
> Date: Thursday, June 17, 2010 10:44 am
> Subject: Re: [hlmappers] Optimization Questions
> To: Discussion of Half-Life Mapping<hlmappers@list.valvesoftware.com>
>
>    
>> Hey Ben,
>>
>> Here's what VDC has (seein' as how you can't access it).
>>
>>
>>    func_lod
>>
>>
>>         From Valve Developer Community
>>
>> Jump to: navigation
>> <http://developer.valvesoftware.com/wiki/Func_lod#column-
>> one>, search
>> <http://developer.valvesoftware.com/wiki/Func_lod#searchInput>
>>
>> This is a brush entity
>> <http://developer.valvesoftware.com/wiki/Brush_entity>
>> available in all
>> Source games.
>>
>>
>>      Entity Description
>>
>> Brush-built
>> <http://developer.valvesoftware.com/wiki/Entity#Brush_entities>  model
>> that fades out over a specified distance. Useful for creating
>> world
>> detail that doesn't need to be drawn far away, for performance
>> reasons.
>> * Note:*The fading is not always consistent; brushes may
>> suddenly "pop"
>> into view depending on where the player is looking. This happens
>> because
>> of a hardware issues with rendering translucent materials. Low-
>> end cards
>> will fade nearer than the distance specified, and smaller
>> objects fade
>> nearer than a larger object with the same fade distance.
>> * Note:*The overhead required by this entity is substantial. Use
>> it only
>> for special effects or when fading very dense geometry, and one
>> could
>> then argue, shouldn't that better be a model
>> <http://developer.valvesoftware.com/wiki/Model>?
>>
>> As for waterindices, here's as much as I could gather:
>> "t-junctions are edges with more than two collinear verts. This
>> happens
>> when dissimilar geometry meets sharing an edge, vbsp
>> automatically adds
>> all verts along the edge to each polygon sharing the edge to
>> avoid
>> cracks. vbsp has a -notjunc option that will skip this process,
>> but that
>> will leave you with cracks in your level. You probably want the
>> t-junctions fixed. Cracks usually look like sparkling edges
>> (bright
>> pixels in the skybox showing through).
>>
>> There are several references on t-junctions online as it's a
>> general
>> problem when processing geometry for any rendering engine. It's
>> not
>> unique to anything specifically in Source."
>>
>> Basically, it looks like it has to do with when you have two
>> brush edges
>> with vertices along them that don't line up, so vbsp does some
>> work to
>> prevent unsightly cracks from showing along the edges.
>> I'unno, that's
>> my best guess.
>>
>> And, thanks for your service (Army).
>>
>>
>>
>> Benjamin J Dunbar wrote:
>>      
>>> Hi,
>>>
>>> I am asking my questions here on the mailing list because I do
>>>        
>> not have access to the VDC at this time...it's considered by the
>> US Army to be a "gaming" site, so they have blocked it on our
>> machines.>
>>      
>>> What exactly is func_lod, and do you think I should use it
>>>        
>> instead of func_detail?  I have a high amount of
>> func_detail in my map and after looking at Valve's maps I
>> noticed some func_lod where I would have assumed to use
>> func_detail.  Can someone clear up it's purpose and usage
>> for me?
>>      
>>> Also...same map as above...when I compile, I get 85%
>>>        
>> "waterindices", which the compiler calls "VERY FULL".  But
>> I have no water in my map at all.  Can someone tell me
>> what's up with that?  What are "waterindices"?
>>      
>>> Thanks very much guys.
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list
>>>        
>> archives, please visit:
>>      
>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>>>
>>>        
>>
>>
>> _______________________________________________
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>>
>>
>>      
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>    


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