The study
Every solid study needs a systematic approach and a standard operating procedure to make sure the findings are as accurate and impartial as possible.
The methodology that I will use is fairly simple and straightforward: I will systematically record the fps in key locations in the map, then I will turn off the optimization system, one component at a time, and test the new frame rate at the same locations (localized fps). I will also systematically roam the maps and record time demos to get the average fps of the entire map.
The fps study will be done according to my devised procedure that is all nicely and clearly laid out in my paperOptimization Testing in Source Engine. For the optimization system, some components can be turned off (such as hints) while for others, I will need to edit and compile a whole new map to test the effects (such as the skybox). I will need to fully compile 6 new versions of the map which is time and effort consuming but it will be done…for science.
The map
As I mentioned earlier, the map to be used in this study is my own CSGO map cs_calm. It is fully optimized with regard to layout, skybox, brushwork, func_detail, nodraw, props fading, lightmaps scale, hints, and areaportals. Only occluders are not present in the map (not needed).
We will start first by recording the fps in 2 key locations of the map: CT spawn and T spawn. These are the first locations that the player will have contact with and they are fairly open and highly detailed which makes them perfect to compare the effects of the optimization system.
The test system is an i7 with 6GB of RAM and a 2GB NVidia card all running on Windows 10 64-bit at 1920x1080 resolution.
For CSGO settings, everything is on high with 4X MSAA and 8X Anisotropic filtering and multicore rendering enabled.
The compile process of each map version is done with full vbsp, vvis, vrad and final parameters for vrad (-final -textureshadows -hdr -StaticPropLighting –StaticPropPolys).
The fps for these 2 locations, as can be seen in the screenshot below, is 233 for CT spawn (left) and 274 for T spawn (right). These figures will be subsequently used as benchmarks to compare the fps from the map variations against them.
