deformvertexes..


(IndyJones) #1

anyone know how big impact deformvertexes has on fps? basically, i’d like to make grass ‘moving’ on map. i have around 1000 models of the grass, but they are lowpoly (10 polys, not more).


(Pande) #2

It depends of course on how many vertices you have… I assume you used squares and an image for your grass so I’m gonna guess 10 x 4 x 1000 so 40 x 1000 = 40000. Thats a lot of verts to move, but overall lag should not be more than about -15 fps while the entire field is visible.


(Pegazus) #3

Yes, but count in player movement, (player models) (usualy 10 or more on good servers) + think about the arty spam, panzers, other models, brushwork. The grass filed will be probably open area, so i suppouse you will have awful vis block too.
-15 on FPS is a big hit for any map, you should always think about performance, then think about detail. If your map is a big FPS eater, consider it a failure. (no offence, but most ET players don’t have a super PC, neither do I)

Edit: ah also there is a ET model limit too the magical number of 256.
http://games.chruker.dk/enemy_territory/limits.php
But one thing i can’t remember if misc_models count in too.
~Once again Chruker saves the day~


(aaa3) #4

15 is not a big hit. (55 or 40 same; 75 or 60 (fu:P) even more the same; 35 or 20 not same but who has such low… even my crap pc doesnt)


(IndyJones) #5

i succesfully compiled my map with 1645 misc_models, so it doesn’t count. misc_model is not a model anymore - you don’t have to attach the ase/md3/mdc in pk3. i’ll make a sample map with 1000 models of grass and try to see diffrence.


(Pegazus) #6

This is one of those subjects wich you can argue forever.
imo, 15 is a big hit (not a major one but still big) as i saied before. Count in arty, players and so on. 55 or 40 is now a realy big hit lol.
My old pc get’s around 30 FPS ^^ (max 60) But i “can” play most maps fine.


Seems Chruker should have still added that misc_model information (can’t remember every detail), would have eased this question. Anyways, 1000 models for a grass field is a bit over, don’t you think? 7-10 would be ok already. I can already imagine the models folder for grass :naur:


Ps
I might smell some nasty issues, especialy if there is lot’s of them in one place. :wink:

But this is just my advice, i can’t stop you.


(twt_thunder) #7

jezz i have to change my computer i see… i have around 70-90 on all maps…but i don’t have any lag…is that good or bad?


(aaa3) #8

more than good.

&@ peg, erm… yeah opinions, true.
oh, ps. i think he dont meant 1000 diff. kind of mod.s, just that have 1000 piece of any kind of it on a map. i planned (cough, lol@my lazyness) some similar testmaps about dlights, transparent shaders, visblocking, and triangle sizes myslef too; its basically making 2 naps, spam space to have huge numbers and then compare.


(Pegazus) #9

lol, my bad. Misread it. :o


Must be the pressure from upcoming exams and tommorows new school tryout. Wich reminds me I should revise my estonian.


(Pande) #10

why not use surface sprites indy?

anyway… you can also try q3map_forcemeta on the grass shader, that will compile it into the bsp. So will spawnflags 4 I believe.


(IndyJones) #11

sprites won’t get me a effect i want.

why would i use q3map_forcemeta? i don’t have problems with -meta compiling, and misc_models are compiled into .bsp - i don’t need to attach md3.


(Pande) #12

orly… cuz u can set waviness.