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Any information would be helpful.
Then I'm reminded of how maps made by NuclearGhost were optimized. Some of them won't render part of the map until you get close to it (There's even a couple maps without underground and yet it still runs smoothly even with all the custom textures from STALKER) and thought this could use some too.
If this was optimized at some degree then sadly there's still a persisting issue which other people below seem to agree onto. We can only hope you guys find a way to make it lighter.
Biggest differences between this map and gm_boreas and "WTC" (beyond that boreas hides much of the map underground) is an extensive use of areaportals and 4k terrain textures. The former shifts more graphical load from GPU to CPU, so users with poorer CPUs may experience impacts. The latter will increase memory use for textures, for which I'm still open to using a "lighter" texture package.
Compared to these loads, curtailing rendering of distant and skybox geometry is basically nil, particularly as most props in the map are already configured to fade out over distance and func_lods are employed whenever they can reasonably be. If you would like to see what is or isn't being rendered actively, you can use 'mat_wireframe 1' in the dev console (requires sv_cheats 1).
Maps I compared it with:
- gm_boreas
- New WTC
Both maps are known to be massive vertically and horizontally in hammer and notable to have light optimizations.
With a good PC I was able to run both and this with 30-50 mods. This one wasn't as smooth as the other two and ran around 30-40 fps depending on location.
With a bad PC I was able to run both maps above with 20 content mods on. On this map, the map didn't load at all.
Conclusion: I noticed the map didn't have draw distance optimizations (Commonly helpful for maps that spread horizontally so it can hide some of the skybox out of sight). Would be helpful to add more of it into this.
Perhaps some optimized draw distance, rooms without much props etc.