I donât like going off character and getting upset, but youâre constructing a completely absurd strawman here. First, FPS are, as a metric, nonlinear. This means that a drop of 50 fps give you no real measure of how unperformant something is. You can read more about this here. If we assumed that your fps values are indicative of average fps (and we discounted that you are comparing apples to oranges since you are on two different maps, with different amounts of props, using different amount of plugins that add rendering load and with quite possibly far more playermodels being rendered from the looks of the radar on Mapeadoresâ screenshot), weâd have:
- 1000 / 125 = 8.0ms per frame (Possession)
- 1000 / 90 = 11.1ms per frame (Mapeadores)
This means that for each frame in Mapeadores you can render 0.72 frames in Possession or that Mapeadores has 38% lower fps than Posession (11.1/8 = 1.388âŚ). However, If we take into account the number of players as a crude metric, and if we thought playermodels are the only thing that matters (why would you?), youâd be expecting a 52 / 40 slowdown, that is, 1.3. Mapeadores seems worse than that, but actually, we simplified the scope so much that it means nothing.
In fact, if we are a little bit more serious and we count the amount of playermodels in Possession we can see that there are actually only 11 playermodels being rendered. CS:GO uses frustum culling, so only geometry contained within the âconeâ of the camera is rendered. It is a very inexpensive check, so it makes sense to do it. You can see its effects when a sprite is on the border of the camera, because it will pop off and disappear. This is because they only test sprite centers against the frustum, not the sphere (though they should). At this point the comparison becomes absurd, because we canât really see how many players weâre rendering on the Mapeadores screenshot. However, judging from the radar it seems that ahead of the player from whose camera the screenshot was taken there are a few human players. If the players are within the potential visibility set, PVS, they will be rendered and, judging by the amount of dots (and considering there are already 6 + arms playermodels in the screenshot) there will be more than in its Possession counterpart. It would take only 10 players that are being rendered but not directly seen for Mapeadores to be performing better than expected (16 / 11 = 1.4545âŚ), when comparing frametime loss to amount of players. If almost all players were alive at the time, that doesnât strike me as unlikely.
Of course, this ignores:
- Differences from map to map.
- Differences, within a same map, from situation to situation.
- Expensiveness of certain effects and things that Mapeadores uses (using Molotovs vs. nothing, sprays, using particles as round end overlays, all of the supporter cosmetic perks).
- Differences in the number of polygons on the playermodels.
So from bottom to top, letâs give an estimate of overall complexity polygon-wise. Iâve joined Possession just now, having to wait 30 minutes for the download. Looking at the downloaded assets and the screenshots, Iâve listed the number of polys per model for a few of them:
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CS:GOâs defaults: ~12K
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Marine: 3812
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Combine: 5123
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Artemis: 6291
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Unimaid: 10996
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Octodad: 4766
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Halo guy: 5102
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Lightning: 30273
So in your Possession screenshot we actually see playermodels that neither make any thematic sense nor deviate too much from the numbers of polygons we have insisted on through and through during this thread.
Now, of course, that is ignoring Mapeadoresâ particular setup too. In detail, Mapeadores makes use of features that may or may not affect performance, but since from the previous analysis (over data that is bogus, but whatever, letâs keep rolling) we seem to probably be fine, letâs also add up our extras:
- Playermodel tinting, using specific texture masks (on the combine specifically) to allow for tinting + self illumination.
- Extensive usage of non-predicted cosmetic effects through tempents (basically most of the stuff that supporters use).
- Sprays (though decals are pretty cheap, but everything adds to the budget)
- Molotovs, with their associated projectiles, decals and particles (though Mapeadores uses custom, less emissive particles for this and ignited playermodels)
I wouldnât expect any of these features to eat up more than a measly 2% or 3% of the performance budget. They should be in general pretty optimized, because the target is always to have the server be enjoyable even on old setups or laptops. Beyond this, we are still forgetting map differences:
- Different visibility setups.
- Different prop amounts.
- Different prop complexity.
- Different amount of effects, cosmetic entities, etc.
- Different amounts of expensive shaders.
Since we canât do anything other than telling mappers not to be awful, thatâs beyond our scope. Custom Mapeadores stuff doesnât make much of an impact, as it consists of simple effects tied together to produce reasonable results â and to make the server stand out far more than downloading and installing a model would. As on those grounds the work is done (as much as it can be done without removing features, which wonât happen), looking at playermodels is important. And what do you know! Playermodels in Mapeadores, if we go by your metrics (which we shouldnât, because they are comparing apples to oranges) are doing mighty fine because other servers agree: they are using mostly models with low polygon counts (though Mapeadores uses slightly lower ones, but without much of a loss in visual fidelity).
NOTE: This overall analysis just goes to prove you that you can âââ show âââ anything with bogus data. I think, however, that my general point stands. Polycounts do have an effect in performance (you can make a reasonably big grid of models and compare fps amounts) and those effects affect older computers the most. Even if GPUs nowadays have a breezy time when doing vertex processing, processing many vertices will have a clear effect. Again, this is about getting as many people as possible to be able to enjoy the servers (1), having reasonable download times for newcomers (2) and a consistent theme (3). Itâs why all the human playermodels come from the HL2 universe (marines are from BM:S, Combine/GMan from HL2).
EDIT: I wrote up this post and looked up all the relevant data while trying to join Possession. At the time of this edit, I havenât finished downloading models and, it seems, I never will. Itâs been 1 hour, 15 minutes.