Kill / KillHierarchy useful for optimization?

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Rockroot
12 Posts
Posted Feb 29, 2012
Hey guys,

I'm creating a map where the player moves through many rooms he will never reach again.

Is it actually useful (in general) for the sake of optimization to KillHierarchy func_movlinear's and stuff? Or do you think the game might 'lag' when doing so?

The map consists of about 10 chambers with an amount of roughly 5 moving entities per chamber. (Did not want to load a new map after a 10 second chamber was passed)

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Robdon
204 Posts
Posted Feb 29, 2012
Replied 53 minutes later
Hi,

I would start/stop any moving or sound related entities in each room as you pass them.

It does cause the game lag, if you have a fairly large map.

One of the biggest culprits for lag is a env_portal_laser if its not 'connected' to a prop_laser_catcher. If you have more than about 3 in a map, then it can cause big problems.

Just use triggers to stop them, probably dont need to kill them, just turn them off or 'stop' the sounds.

Rob.

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ChickenMobile
2,460 Posts
Posted Mar 01, 2012
Replied 11 hours later
Yes, what robdon said. Any moving entity or sounds playing will reduce performance, even if you cannot see them.
You can also use areaportals/area portal windows to severly cut visibility on previous areas.