Game Development Community

Halls of mirrors problem?

by Sorin Daraban · in Constructor · 07/30/2008 (10:39 am) · 1 replies

I don't know if this is true, but I read somewhere that instead of experiencing the hall of mirrors problem when there's a gap between two brushes, the Engine's frame rate drops dramatically.
It looks like I'm experiencing this problem but I don't seem to find the gap.
The question is, how do I know which part of my DIF has the hall of mirror problem if I can't see it?

Also, I have a huge closed and portalized structure but when I do a walk through, the character gets lit at some areas that there should be no light passing through.
Does anybody know why? There are no gaps/light leaks that I can see.

#1
07/30/2008 (7:27 pm)
Quote:I don't know if this is true, but I read somewhere that instead of experiencing the hall of mirrors problem when there's a gap between two brushes, the Engine's frame rate drops dramatically.
It looks like I'm experiencing this problem but I don't seem to find the gap.
The question is, how do I know which part of my DIF has the hall of mirror problem if I can't see it?

I've never heard of a problem like this. Perhaps they are referring to zoning failing due to the gaps. You can view the different zones by setting the rendering mode to one of the special debug modes (don't recall which one - sorry). Your dif could be slow due to other issues - too many textures, too many bsp cuts, too large of textures, massive heavy pixel shader usage, too many reflections, etc.