Hm i guess i didn’t search right or didn’t have the lucky finger… can anybody plz tell me what the things mean that you get when you use r_speeds?
I get:
484/1772 shaders/surfs
283 leafs
24223 verts
19291/21244 tris
4.36 ntex
0.00 dc
What I think I know so far is:
leafs = the blocks the space around the structural brushes gets “cut” into during he compile process
tris = the triangles surfaces are made of (i only wonder why there are 2 numbers)
So why I m curious about this is that I m trying to improve a map to get reasonable FPS, and I m not sure whether getting less leafs or getting less tris is better… and whether its possible to improve the verts.
Running around the map and looking at the values shows that there is not really a correspondence between shaders/surfs, verts and tris. (There can’t be any between leafs and tris because even big leafs might not contain many tris, and small leafs can contain a lot…). And it seems like there is another variable(s) that influence the FPS, doesnt look like u can just multiply all the values (or mash then into 1 value another way).
I also get the impression that I could improve tris by cutting up drawsurfs, but well… if a big part of terrain has the same shader… how can I possibly use another shader in it to cut up the drawsurf?
Thx for your help!
edit: of course thore is right… i meant r_speeds and not showtris, and of course I m using showtris 2 when checking the effectiveness of VIS-blocking… i guess I shouldnt post here at 4am my time lol
had a good reading. Now I know what the things are, but i m still stuck.



