Optimization in Team Fortress 2
Dom talk about the various optimization methods Team Fortress 2 utilizes.
Please continue the discussion had in this video in the comments. Tell me and everyone else your opinion on the stuff argued in the video. Also let me know if I’ve messed up or forgotten any important information.
Useful links:
Official Team Fortress 2 wiki page on LODS
https://wiki.teamfortress.com/wiki/Model_optimization
Valve Developer Wiki pages on LODS
https://developer.valvesoftware.com/wiki/Level_of_detail
https://developer.valvesoftware.com/wiki/LOD
Valve Developer Wiki page on LOD creation
https://developer.valvesoftware.com/wiki/LOD_Models
Valve Developer Wiki page on material optimization
https://developer.valvesoftware.com/wiki/Material_optimization
Valve Developer Wiki page on optimization though better level design
https://developer.valvesoftware.com/wiki/Optimization_(level_design)
Pages on other stuff mentioned
https://developer.valvesoftware.com/wiki/Env_fog_controller
https://developer.valvesoftware.com/wiki/Detail_props
https://wiki.teamfortress.com/wiki/Jiggle_bones
https://developer.valvesoftware.com/wiki/$jigglebone
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TIMESTAMPS:
00:00 Intro
00:31 Unseen map chunks are culled
01:11 Props vanish behind occluder
01:34 Decal limits exist
02:01 Ragdolls/gibs freeze in time and vanish
02:35 Physics props work efficiently
02:51 Props lower in complexity over distance
03:29 Textures lower in resolution over distance
03:48 Props vanish over distance
04:06 Water's surface lowers in complexity over distance
04:13 Fog in optimization
04:59 Grass only renders when close
05:28 Ropes stiffen at a distance
05:55 Lighting is baked into maps
06:37 Reflections are baked into maps
06:54 Physics-intensive things are actually animations
07:36 Bot navigation is baked into maps
07:57 Jigglebones have a framerate cutoff
08:24 Assets are streamed in to save loading time
08:42 Only arms and weapons are rendered in first-person
09:05 Transition to map-specific optimization
09:20 Map detailing leased over distance
09:50 Unneeded details are omitted
10:20 Lighting information minimized when unnecessary
10:44 3D skyboxes save space
11:07 Maps made to separate players
11:29 Art style is leveraged
11:57 Details are spread out vertically
12:30 One-way glass hides culling
13:32 Outro
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