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MAPPING: r_speeds http://www.dswp.de/old/mapping/mapping-r-speeds-t785.html |
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Author: | SteveMcqueen [ 06.22.09 ] |
Post subject: | MAPPING: r_speeds |
When r_speeds = 1, the numbers read as follows (where the # sign equals a number) # / # shaders/surfs # leafs # verts # / # tris #.## mtex #.## dc # / # shaders/surfs is the number of shaders in view, followec by the number of surfaces in view. # leafs is how many leaf nodes are potentially visible. # verts is how many vertexes are in view # / # tris is the number of trangles drawn by the renderer in a single pass single pass followed by the number of triangles drawn by the renderer with all passes. These are the numbers that are most often implied when someone talks about "r_speeds." If the r_ext_multitexture variable is off, the numbers will reflect a more accurate accounting of the real triangle count (see multi-pass texturing section below). # .## mtex #.## dc [definition under construction] |
Author: | SteveMcqueen [ 06.23.09 ] |
Post subject: | Re: MAPPING: r_speeds |
fuck tris... surfaces are important: Quote: NulL``: the surface count it more important NulL``: you want it below 2000 optimally NulL``: and definatly below 3000 NulL``: surfaces are batches of triangles NulL``: the engine uses batches, it doesnt render each triangle on its own stvmcq```: hm like one brush, cut and textured differently is still one surface? NulL``: not nessicarily NulL``: a group of brushes that are touching that have the same texture may be batched into one surface NulL``: like trisouped terrain also 27's magic q3map2 will make for better fps, even with 30k tris... wtf? Quote: 18:37.34 stvmcq```: Delirium`: 15000 tris is fine <--- what about that statement? 18:42.52 BladeKiller: have a look at the level deisign forum and you'll see the latest map by TwentySeven has over double those r-speeds and runs fast 18:43.04 BladeKiller: it really depends on construction 18:43.56 stvmcq```: some special things to watch out for? 18:44.17 BladeKiller: http://forums.urbanterror.net/index.php ... 609.0.html 18:44.29 BladeKiller: he has a link to the compiler 18:44.40 BladeKiller: it's not the latest version though 18:45.05 BladeKiller: I can't find the link to the newest one so maybe he hasn't made it public yet 18:45.38 BladeKiller: the one in the thread has -hint and -merge though and all the new graphic effects 18:46.12 stvmcq```: hm, what is especially important to make a map run good with 30000tris... ? 18:46.34 BladeKiller: here it is http://forums.urbanterror.net/index.php ... 515.0.html 18:46.35 stvmcq```: always thought the only thing you could do was to lower the amount of triangles? 18:46.56 BladeKiller: scroll down to TwentySeven's post and there is a link to the latest q3map2 18:47.25 BladeKiller: vis blocking does a lot 18:47.36 BladeKiller: also his new compiler makes a big difference 18:47.42 BladeKiller: his map is huge 18:50.35 BladeKiller: hinting is really hard 18:50.42 BladeKiller: it's more art than science 18:51.07 BladeKiller: that's why it's better to use -hint in the new q3map2 before all i knew was: a map with below 12000k tris will play fine. a playermodel has about 1200. go figure... fuck you internet, fuck you. |
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