what is r_speeds? Created 20 years ago2004-05-06 16:42:53 UTC by MCYORIAN MCYORIAN

Created 20 years ago2004-05-06 16:42:53 UTC by MCYORIAN MCYORIAN

Posted 20 years ago2004-05-06 16:42:53 UTC Post #25800
?? what is the difinition for:

1- r_speeds

2-NPC

3-some body knows what the meaning of "H.E.V." ?

sorry but i dont speak much english! and btw im noob
Posted 20 years ago2004-05-06 16:53:39 UTC Post #25802
NOBODY YELL AT THIS GUY! OK, I also fell vixtim of asking what r_speeds are at one point in time. You better hope Kol never comes back because he will hunt you down man. For future reference, look for the question your asking in the forums before you ask it. But here is what r_speeds are:
R_speeds are how much of the level Half Life can handle at a time. IF you have a small encolsed area or a big area surrounded by walls so tha you cannot see the whole thing, the r_speeds will be low, thus producing a very smooth, non-lagging map. IF you have a huge block of a map where ou can see the whole thig then the r_speeds can rack up and the map will lag. If you dont know what I mean then build a huge hollow block map with no walls and play it. It will lag.
Posted 20 years ago2004-05-06 17:05:59 UTC Post #25804
NPC = Non-Player Character. AI enemies, friendlies.

HEV = Hazardous Environment Suit. The protective orange thing that Gordon Freeman wears.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-06 17:55:54 UTC Post #25820
some some tutorial search on the internet and here for r_speeds. lots of myths are about it
Posted 20 years ago2004-05-06 19:53:45 UTC Post #25835
And you didnt even get yelled at, lucky you.
Posted 20 years ago2004-05-06 20:24:00 UTC Post #25841
Posted 20 years ago2004-05-06 23:29:03 UTC Post #25851
What can also effect r_speeds is the amount of intersecting world brushes in a map. Every time 1 world brush touches another, the engine breaks this up into separate blocks making more complex data for your computer to display.

I think r_speeds is a combination of w_polys (world polygons or brushes) and e_polys(entity polygons or number of entities) that the player can see at any given point in time. To see what your r_speeds are in a map, type r_speeds 1 in your console once you've got the map loaded. You can run around your map and check the figures. (This should give you a fps value as well, very handy)
Posted 20 years ago2004-05-07 04:13:59 UTC Post #25862
Theres a great tutorial here.
AJ AJGlorious Overlord
Posted 20 years ago2004-05-07 13:56:37 UTC Post #25945
r_speeds is just the command. The r_ prefix denotes "render". Wpoly is usually termed "r_speeds" and should be kept under 800 where possible, the maximum without hardware acceleration.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-08 07:54:19 UTC Post #26028
It surely isn't bad when they exceed 1000. Today's computers can handle higher amounts of polygons than 5 years ago. Some singleplayer mods nowadays go for a 1200-1500 limit. They don't aim for software mode users.
Software mode can only render 800 polygons, any more will disappear. But Direct3D and OpenGL mode don't have this limit.

Multiplayer maps should think some more about polygon use, 800 is a good limit for these.

Also note that the framerate can drastically decrease when the player can see too far (about 3000 units or so, don't know exactly). This is especially true on older computers, newer ones shouldn't have problems with it.
Posted 20 years ago2004-05-19 23:29:35 UTC Post #27725
I dont get the whole R_speeds thing at all, how can i ruduce them on a map already made with a poly count of around 1500 to 2000 with out making any dramatic changes to the structure of the level.
Posted 20 years ago2004-05-19 23:31:03 UTC Post #27726
Did you read the tut? Theres one here on TWHL as well as on Verc
AJ AJGlorious Overlord
Posted 20 years ago2004-05-19 23:35:27 UTC Post #27729
yes but i dont want to change my textures to scale 10, it will make the level look crap! How did the original half-life team to it?
Posted 20 years ago2004-05-20 02:23:16 UTC Post #27749
By making small, simple maps.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-20 03:36:01 UTC Post #27757
Id just say-

r_speeds: number of polygons visible to the engine (not just to yourself, it can 'see' beyond some walls) in the direction you are looking in. Type 'gl_wireframe 2' in the console to see what the engine is currently rendering.
The general rule of thumb is that higher r_speeds = lower performance, where its best to aim for a high of around 800 wpolies (world polygons, everything you created in hammer), which almost any machine these days can handle without performance drop. Epolies you can usually ignore as they dont lag the engine as much (they refer to the models the engine is rendering)
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