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The Old Man
2002-08-31, 23:52
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tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 17 Aug 2002 09:33 am Post subject: How many verts is acceptable?

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I was reading on previous posts about framerates and such.

In one post the guy said 20,000 is the maximum.
I have at most in 1 area 5000.
Is this good or bad.?

Also, How can a hint brush do more damge than not?

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eyeronik



Joined: 01 Aug 2002
Posts: 75
Location: uk
Posted: 17 Aug 2002 10:26 am Post subject:

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rspeeds not frames i would think, 5000 rspeeds be fine, not many people seem to be taking notice that its better to judge with fps, hence most custom maps have a lot of pc lag in ive noticed (my pc, althon 1ghz, 320mb, geforce2) take mp_callfire so many areas where its just 10fps etc,

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Ghast



Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 17 Aug 2002 10:28 am Post subject:

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http://www.rtcw.co.uk/forums/showthread.php?s=&threadid=3925&highlight=hint

(Note djbob & sock's comments! *G*)

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tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 17 Aug 2002 12:54 pm Post subject:

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Hey, thanks for the speedy reply guys.
Thats great.

Hey eyeronik, I just want to thank you for setting this website up.
This is a great place to learn wolf editing.
Thanks for the hard work and dedication.
You are certainly gonna be in my read me's.

BUt, back to topic, the framerates are represented by the vert number?
Where do u get the framerate data?

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krekits



Joined: 04 Aug 2002
Posts: 33

Posted: 18 Aug 2002 04:36 am Post subject:

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\cg_drawfps 1

verts I assume is short for vertices (plural). The number of vertices in a map is not especially useful to know. It's the number of triangles drawn on the screen that is interesting. The number of passes when using shaders is also useful.

The framerate is different depending on the computer (and the level of detail the game has been set to), so it's not as useful as the r_speeds or triangle count.

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tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 18 Aug 2002 05:46 am Post subject: Now I'm really confused!!

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One reply says framerate is best to judge.
One reply says r_speeds and tris.

When I do r_speeds, the information is greek to me. I dont know how to decipher it or even how to use its information. How do I know what is good or bad. I have nothing to reference it to.

Where do I find the tri count.?
I do /r_showtris 1 and I can see the drawn tris, and that is very useful to show me problem areas or even how much the game is rendering at any certain location.
But what is a suitable tri-count?

Answer me this..and I got a box of beer for ya...in the mail!!

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Midnight_Oil



Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 18 Aug 2002 06:31 am Post subject:

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Fps is a quick and easy way to judge map performance. I leave the readout running all the time even when I am just playing standard maps. The problem is that different rigs will have different framerates depending on hardware and settings.
There are a couple things that have a major effect on fps. rspeeds is one. You should try to keep the highest observed rspeed below 10000 and concider 20000 an absolute upper limit. This will ensure the map will run well on slower rigs.
Another important thing is texture memory. The numbers on the left tell you how many shaders and textures are being stored in memory. The second number is the textures and should not go over 1000 or fps will start to drop.
Remember that when you get a few players, you add more to be drawn.

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tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 18 Aug 2002 12:44 pm Post subject:

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Man !! you guys rock !!

I never leave this place empty handed, but short a box of beer !!

Danke, Danke guys.

If 10,000 is ok, my map is gonna rock !!! I have only 5000 at the very most. Of course it runs fine when I'm in it alone, but since this is my first quake map, I wasnt sure of how to pre-judge.

This tells me I can go more even, just a little.
I wont go over 7500.
I'll be back, just like arnold says.

You guys should do more pimping of this site.
It really is the only place to go for wolf mapping.

c-ya l8r