r_speeds


(IGoreI) #1

Can someone give me a range of the speeds values, from ok- to map wrecker?? the worst spot I can find in my map is

shaders/surfs 64
leafs 29297
verts 20020/22541
tris 4.71

So I need an evaluation of those numbers, and maybe what they mean, well , verts seems to be total triangles being drawn. And also what the upper limits are. so far i havent implemented any vis, cause I don’t know how to use it in et.I just let the compiler break it up. Now… when I do put in my own vis, should I disable the cutting up by blocksize by putting blocksize 0.And just use my own vis? I still don’t know how to apply it for open areas, i know how to use it for around corners and stuff, also what numbers are good considereing the avereage user is twice as powerfull as the min requirements for this game.


(Flippy) #2

i have no clue, but your last line (average user having a more powerfull pc) has nothing to do with r_speeds afaik… things like FPS are based on your PC, but “tris” for example is simply how much triangles are being drawn (i think) and that does not depend on your pc.


(]UBC[ McNite) #3

I recommend you search for forum for topics on VIS-blocking, there are several valuable threads on it.
To compare, you could always run through Fueldump with r_speeds 1 and see what you get there.

What I really wonder about is the incredibly high leafs number you have. Did you make any of your brushwork detail yet? Because if not, you really better start with that.

I think the better indicator of map-performance is the FPS you get though. Test the map with a clean vanilla-config in a fresh clean ET installation and compare it with what you get on Fueldump or Radar again.
Generally it should be your goal to get constant 76 FPS whereever the player is, or at least constant 43 FPS.


(IGoreI) #4

Ok, my point about most having better computers, is that they can handle more tris and verts and such. or will it still bog down the engine. So far my map is completly detail, I know how to use structural brushes, I just wanted to see how it ran , I tried to build it as much as possible along the blocksize. It was kind of an experiment to see how the default vis works. When in r_showtris mode it looks very clean, three are a few bleeds through some of the larger brushes, but overall very good. I think the reason for the high leafs is because you can access the tops of the cliffs to see very far, and I have a fog distance of 5000, and a clip of 5100. So far testing has been really good, it’s actually up on our clan server. the play testing has been positve, although I’ve had a couple of complaints it’s too large. But that’s how I like 'em. I realize I’m pushing the engine as far as I can, it was sort of my goal to do that.If you want to try it out for yourself, go to 205.234.207.235, get it to objective mode, and vote for Mountain Pass. Be warned we have a wacky server, no fall damage, doublejump, sk with light weapons only, anything goes at flags, and increased speed, not sure of the number.My clan name is
WTF!-Practikill, this name is because I didn’t want to make a new e-mail just to register, so I just used my old name that I registered with long ago.