My theory Created 16 years ago2007-07-17 10:41:22 UTC by Skals Skals

Created 16 years ago2007-07-17 10:41:22 UTC by Skals Skals

Posted 16 years ago2007-07-17 10:41:22 UTC Post #229299
At the last couple of day's iv been working on a map of mine. I Set up the hint brush completely wrong, and i had a solid brush hint content. i had to replace them all but i thought it was too much work, so i replaced the hints with 'white' texture.

when i tested my map, i noticed that the tiny lag that i had before in a specific place of my map had stopped, so i wondered. Was this the work of the white texture?
Does it gives a big change? will the fps be bigger?
So i started to searching for the answer.

i made two test maps called test3_a and test3_b
they both look same from the inside, but one has 'white' texture on every wall's side that you cannot see, and the other has basic texturing on the other side.

The result was kinda shocking.

Test3_a (with white texture)
It had about 86-94 fps
User posted image
Test3_b (without white texture)
It had about 82-92 fps.
User posted image
My maps are kinda small, but if there is a big map, this might be a giant result.

What i did is, i put the 'white' texture on every side of a brush witch i couldn't see in the game.

Download the example files here:
http://twhl.co.za/mapvault_map.php?id=4718
Skals SkalsLevel Designer
Posted 16 years ago2007-07-17 11:08:11 UTC Post #229306
Its r_speeds you need to look at, not fps.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-17 11:09:52 UTC Post #229307
:P how do i see r_speeds :D sorry. well. but still, getting biger fps is a progress, isn't it?
Skals SkalsLevel Designer
Posted 16 years ago2007-07-17 11:16:56 UTC Post #229308
the resolution you run Half-Life at physically hurts me. Like it makes me bleed.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-17 11:18:15 UTC Post #229309
Enter r_speeds 1 in the console.

At the top left corner, a bunch of numbers should appear. You need to look at the third one: ## wpoly. wpoly = world polies, everything that being drawn by the engine at that time. The lower the wpolies, the better.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-17 11:18:23 UTC Post #229310
haha, what do you want me to run at then?

edit: muzzle flash. nothing happens when i turn on r_speeds 1
Skals SkalsLevel Designer
Posted 16 years ago2007-07-17 11:23:29 UTC Post #229312
User posted image
1024 x 768 is acceptable. Anything lower is just daft these days.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-17 11:49:11 UTC Post #229316
i put it on 1024x768...
Skals SkalsLevel Designer
Posted 16 years ago2007-07-17 14:47:18 UTC Post #229351
"C:Program FilesCounter-Strike 1.6hl.exe" -game cstrike -console +gl_wireframe 1 +r_speeds 1 + developer 1 +map your_map
Your path is not the same, and the map name too, change it!!
You have to copy this at the cs 1.6 icon properties in the destination (I am not sure it is called like destination cuz I have Xp on my mother language).
This way when you clikk at the ikon twice cs 1.6 automaticallly create a server with your map. It is necesarry because you can only see gl_wireframe 1 or 2 on a not deathmatch server...as I know...this works for me xD
Posted 16 years ago2007-07-17 14:52:46 UTC Post #229353
ok... what are you talking about?
Skals SkalsLevel Designer
Posted 16 years ago2007-07-17 15:02:30 UTC Post #229354
The map cannot be downloaded, but so interesting, did you even try the NULL texture, this can cause almost the same...the faces which has NULL texture are completily stop out from the compile process, as I know SKY can be used as like 'NULLing'...

Srceenshot of my cs1.6 icon's property:
http://img409.imageshack.us/img409/2272/
destinationyl9.png
before doing anything my destination (or what, just see the picture) looks like this:
"C:Program FilesCounter-Strike 1.6hl.exe" -game cstrike
add to the end of it:
-console +gl_wireframe 1 +r_speeds 1 + developer 1 +map de_dust
When launch the icon (cs 1.6 from the desktop) it is automatically start to create a server with de_dust...replace de_dust with your map name...
Posted 16 years ago2007-07-17 15:20:10 UTC Post #229356
Edit button, redka.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-17 15:26:07 UTC Post #229357
One thing I forgot and I cant edit my post????!!!
Ghetto, you have to apply the changes it the properties window!!!!
Posted 16 years ago2007-07-17 15:38:28 UTC Post #229358
redka you FAIL!...

you realy do.

Look who's talking! Stfu.
Skals SkalsLevel Designer
Posted 16 years ago2007-07-17 15:38:40 UTC Post #229359
You can only edit your own last post.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-17 17:26:26 UTC Post #229368
Anyway can you turn on the gl_wireframe now? I was just so amazed, that I cannot edit my last post, because it wasn't the last one in the topic. I didn't want to make any trouble...just surprised...xD
Posted 16 years ago2007-07-17 17:57:46 UTC Post #229369
Okay... can I ask WTF you n00bs are even talking about anymore? Seriously. The original post was about how Ghetto thought the white texture increased performance (more on this later.) MuzzleFlash and Hunter did good by correcting your ways, but then redka goes and says... something. Wait, what is it he said? It's less comprehensible than Ghetto's posts normally are.

All you have to add to the icon's target field is "-dev -console" without the quotes. Just like that, nothing more. Then, launch the game and load your map from the console. You can now use the "gl_wireframe 1" command fine, but who said ANYTHING about using gl_wireframe before redka did? We're talking about r_speeds and map performance here.

Anyway, back on subject, your white texture isn't making a difference at all, I can assure you. The slight discrepancy in your FPS could realistically have been caused by anything from a change in your viewpoint to a background program running more intensely than before. If you'd look at your r_speeds by typing "r_speeds 1" into the console, you'd see this. Of course, you would also have to make sure that you're standing in the exact same spot and viewing the exact same area, probably by backing into a corner and then fixating on a target.

Now, what you SHOULD be doing is using the NULL texture on those unseen faces. That would make an actual difference, because it's less faces the engine has to render.
Posted 16 years ago2007-07-18 01:59:49 UTC Post #229391
yep srry, you know, i had a private chat with muzz and well, he told me that a long time ago...
Skals SkalsLevel Designer
Posted 16 years ago2007-07-18 02:26:47 UTC Post #229397
Yesterday being a long time ago? And how was I supposed to know that?
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