Ayo GG peeps!
After the last few weeks of working hard on my Work in Progress "Resist", I asked myself how big of a level and how many entities I could cram into a level, without GG Classic conking out, just to see how much it is capable of. So over the weekend I decided to do a little experiment. I took some inspiration from STALKER COP's Cordon level map (I think Duchenkuke might enjoy this!), and saw if I could emulate such a large map with so many trees, bushes, buildings, places of interest and stuff in GG Clasic.
(6420 entities!)
Now make no mistake, this level is not nearly as detailed or accurate as the Cordon level, but I think for what it's worth, it comes quite close in size, and is a testament to GG Classics capabilities.
With a lot of optimization, I was time and again surprised at what GG Clasic could handle, no matter what I keep on adding and throwing at the little old engine, it just keeps on taking the punch like a trooper.
Also, I don't think I'm even nearly close to reaching the limit.
Optimization wise - What was very framerate hungry, was two things.
One - the sheer amount of trees. To make things easier on the engine, I took the tree models, imported them in Fragmotion, deleted any animation frames they might have, deleted the highest and lowest LOD Groups and all bones. and kept the medium poly model only I also took a note from Avenging Eagle's excellent texture optimization tutorial (Tutorials & Guides Section), and significantly reduced all the textures, up to a point where they still look cool. It makes a huge difference.
Two - Grass and bushes. To make a level look very cool in GG Classic, you gotta use multi grasses and bushes. Thankfully, our friend Duchenkuke showed us the way how to achieve this!
follow his brilliant tutorial on multi grass that can be found again in the Tutorials & Guides Section. One thing that really makes it possible to use a lot of e'm is the brilliant Drawcall optimizer in GG. Make sure that all entitles that you know you going to use a lot have drawcalloptimizer = 1 in it's FPE file, and make sure drawcalloptimizer=1 is enabled in the Setup file.
FPS wise, on my potato of a system:
AMD Ryzen 3 Pro 4200G Processor
Radeon RX 550 GPU
16GB Ram
June 2021 Update - No Problems Experienced yet
I achieved between 45 and 60 FPS with Vsync on. Not bad!
Please download the level and have a go, and tell us what your system specs and FPS performance are.
(If you have a real potato of a system, go into the Setup file and change dividetexturesize=1 to 2. It will make your system feel like its running on nitros!
DOWNLOAD -
https://drive.google.com/file/d/1cT-GdtXhB_gnTVQaK36MMssHNQuCVr8w/view?usp=sharing
A look at the map in Editor
Regarding the Level play, you are a walker that has to survive the zone, hehe!
There is no real objectives, just explore the place, search out enemies and toast 'em, and try to avoid the radiation zones and anomalies!
Also be on the look out for weapons, ammo and health staches, and when you're tired, follow the roan up to the north and exit the zone.
Please give us all some tips on how to optimise large levels, share experiences, maps etc.
Also, does anybody got a cooking clue as to why my youtube vids' quality suck so much?!!!