R_Speeds... Low wpoly, High ms... Created 19 years ago2005-02-02 15:21:03 UTC by NemoStein NemoStein

Created 19 years ago2005-02-02 15:21:03 UTC by NemoStein NemoStein

Posted 19 years ago2005-02-02 15:21:03 UTC Post #87765
:zonked: Strange... My map have a problem, a strange problem...
I redeced de wpoly counts to 500, 350, in same areas to 25... The higher count is 1050... But were the wpoly counts is 500, 600, the ms is 25, 27, or in same cases 30... My frameRate is (on te highest area) 20 or lower... What I need do to drop the ms??? I going to crazy... Help...
:roll:

E=mc?
Einstein
Posted 19 years ago2005-02-02 15:32:30 UTC Post #87770
Wpolies are the number of brush polygons (triangles) being drawn. Short for 'world polygons'. The draw time is inversely proportional to the framerate. The longer it takes to render each frame, the fewer frames are being drawn per given unit of time.

To reduce the world polygon count, draw time, and to therefore increase the framerate: make stuff simpler, smaller. If you're more advanced, try hinting etc., with the assistance of our tutorial.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-02 15:40:04 UTC Post #87773
ive also found that using the null texture on surfaces that the player never sees also helps lower the r_speeds and wpoly level. also reduces the amount of time hlrad takes to compile.
Posted 19 years ago2005-02-02 16:20:11 UTC Post #87788
Well...
Seventh-Monkey, I know what the wpoly and Framerate are... And I know the ways to reduce the ms... I already HINT my map... I already use the VIS Blockers and etc... But my map is lagged... And I don't know what I do now...

My CSG compile-time is 1.10 min
My BSP compile-time is 37 sec
My VIS compile-time is 1.05 min (-full) :) (really fast, ahm?)
My RAD compile-time is 32 min (-bounce 15 -extra) :)

The faster VIS can I reach is this...
My Map is realy Big... But when I type in console gl_wireframe 2... The other side of my map and the ways don't appears... So, isn't rendered, right???
And now??? What I do???
Posted 19 years ago2005-02-02 16:33:47 UTC Post #87793
Dynamic lights, Sprites, Sky, and Sounds all affect the "ms" count.
Try to have less of those things ?
Posted 19 years ago2005-02-02 16:55:27 UTC Post #87802
... ... ...
Thx, But I haven't spots and effect lights... My map is a outdoor, and my sky is on top of the walls... I haven't sounds or other effects like sprites...

I have:
1 enviorment light
14 simple lights
A sky on top of my walls
A big outdoor area
And water.... (a lot of water) - It can be my problem, but I can't remove it... It is one of more important parts of my map...

What more can I say??? :
Posted 19 years ago2005-02-02 16:58:42 UTC Post #87804
Sory about my english... I'm brasilian... ;)
Posted 19 years ago2005-02-02 18:04:30 UTC Post #87821
Well... I make same tests and I discovered same things...
In same areas of my map, the:

wpoly is 8, and the ms is 19
wpoly is 249, and the ms is 2
wpoly is 947, and the ms is 23

So..... What's going wrong???
In the area that the wpoly is 8 my ms is 19, and in the area that wpoly is 249, the ms is 2... WHY???

:zonked: :nuts: :confused: :roll:

HELP....................
THX.....................

E=mc?
Einstein
Posted 19 years ago2005-02-02 18:40:26 UTC Post #87833
I've seen things ike this before in Natural Selection, you mean like you face a certain direction and your computer starts to lag, but not because of r_speeds? I can't figure that out either.
Posted 19 years ago2005-02-03 10:09:00 UTC Post #87912
I suggest temporarily removing the water, solely to see if that is the problem.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-03 18:26:53 UTC Post #88016
Thx... I'll try it... :P
Posted 19 years ago2005-02-03 18:29:06 UTC Post #88019
It also might be a bug in the code of a mod. I've seen it happen before.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-03 21:15:12 UTC Post #88045
UAHUAHAHAHAHAHAHHHAAAAAAA....... :D

OK... I made the test (remove the wather) and discovered that:

With Water
RAD compile-time - 31 min
wpoly 352 - 2 ms
wpoly 17 - 19 ms
wpoly 947 - 23 ms

Without Water
RAD compile-time - 12 min
wpoly 192 - 1 ms
wpoly 582 - 2 ms
wpoly 1056 - 4 ms

Finally I discovered...
THE WATHER IS THE PROBLEM...

Thanks to all of you...
Really thx...
:P

E=mc?
Einstein
Posted 19 years ago2005-02-03 23:13:42 UTC Post #88054
Water is rendered anywhere you go (if its a func_water). To prevent that, use a !slgeabjgw texture and keep it a world brush (good thing is that anything below the surface is not rendered until you go down there, but bad thing is you can't control transparency) or use a func_illusionary with "skin" set to "-3" which would be "Contents" set to "Volumetric Light". What an odd name :roll: .
Posted 19 years ago2005-02-04 07:37:13 UTC Post #88094
Still there's a bad thing about !-textures: no matter how large your water texture is scaled, you always get 64*64 splits, so it really is a bad idea to have large pools with 'real' water in it. If the player cannot access the water, use a normal texture without any prefixes, that looks like water.
Posted 19 years ago2005-02-04 16:48:22 UTC Post #88157
which would be "Contents" set to "Volumetric Light". What an odd name
I think it's because they nabbed the code for water with the intention of using the fogging parts, and then left it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-05 09:00:02 UTC Post #88289
Heh - check out HL: nostalgia project on Planethalflife:

Its got a load of stuff about HL that didn't make it in the game - like a helicopter ride!

Not sure if the thing is still up though - i'm not going to look for it my self - i'm lazy.
Posted 19 years ago2005-02-06 15:31:59 UTC Post #88559
HEY... Again...

Well, I made some modifications in my map and I obtained the "water" without bugs and lags...

In my first try I was make a big pool with "layers", now I tried make a corridor of "water" on the player see... :P

I can't explain better... Later I post my map in valt with the notes about the bug...

So... Thanks and until the next one... ;)

E=mc?
Einstein
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