Skyrocketing r_speeds!! Created 19 years ago2005-03-29 11:16:48 UTC by Daubster Daubster

Created 19 years ago2005-03-29 11:16:48 UTC by Daubster Daubster

Posted 19 years ago2005-03-29 11:16:48 UTC Post #99855
Hi all!
I've been improving a map of mine (de_watertower, no doubt)and the only problem in my improved version is:
R_SPEEDS! They've skyrocketed! :(
And when I mean skyrocketing, I mean skyrocketing! In some places the w_poly count goes up to 2900 - 3000. And I've counted a medium of 800-1000 w_poly count in almost all of my areas. Now I tried to tie as much objects to func_wall as possible and my map isn't skyboxed! Actually, I didn't make too much changes to the original, I just changed my light_enviroment pitch to -35 (Sot that it would drop a nice shade) and added some new things, like computers and etc. Aaand i've doubled the max wiewable distance to 8192... WhenI play the lag is TERRIBLE! :roll:
Soo any ideas on how to make the wpoly_count smaller? Please help... :zonked:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-29 11:17:54 UTC Post #99856
Read the tutorials on the website, they help a lot. Especialy using hint and skip textures.
Posted 19 years ago2005-03-29 11:30:10 UTC Post #99857
Maybe because you've increased the viewable distance? :|

Bear in mind that, by my reckoning, a small cube will increase the wpoly count by twelve. You put in twenty computers, with a keyboard, mouse, monitor and base unit ? all just cubes ? and you've got 960 extra polygons there.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-29 11:35:54 UTC Post #99863
True. If the texture applied to it is 64x64 texels at a 1.0 scale:

2 triangles per face, 6 faces = 12 more wpolys.

Having 10 computer monitors in a room with those properties adds 120 wpolys, and so on.

Remember that frames per second are more important than eye candy per second :)
Posted 19 years ago2005-03-29 12:42:37 UTC Post #99868
Plus, if the cubes are larger than 240^3, they'll have four polygons per face, making 24 polygons per cube.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-29 14:42:19 UTC Post #99889
Yea... But if the max. distance is the problem, then how do i make the map more realistic? I mean that it has some open areas and if the max.wiew distance is dealfult, buildings will start to dissapear, and that aint cool-looking :

Oh yea and by the way, the cpus are all func_breakables, and the tables they're on are also func_breakables... Soo that shouldn't be the main problem. Thats cuz I didn't get any lag at all before i upgraded my map... And besides, there are lots of much bigger maps with bigger open areas, with more detail (cs_siege, de_cbble)... So how do such maps keep their r_speeds ok?
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-29 15:52:56 UTC Post #99913
1)A map can be realistic while respecting the default max viewable distance. If your are aiming for large outdoor areas, then try mapping for CS:Source if you have that game. HL2 is much better in terms of outdoor mapping.

2) brush entities affect the polygon budget. Never think that just because something is a an entity, it will no longer have an impact on performance. And when those func_breakables break, the gibs they release also have an impact on performace...

3) I doubt siege and cbble reach anything like the 8192 units you mentioned... and if they do, they are properly VIS blocked, either with good layout, hint brushes, or both.
Using a larger scale like 1.5 or 2.0 in terrain type textures can reduce r_speeds drastically while not looking wrong.
Posted 19 years ago2005-03-29 17:25:57 UTC Post #99937
Well said on all counts. To my knowledge all the standard CS maps run fine in software, and therefore have wpoly counts below or around 800.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-30 10:19:58 UTC Post #100110
Simple sentence r_speeds.
"If it has a texture on it it will increase the r_speeds."
There are a few exceptions to this rule, specifically those textures that are NOT rendered.
"r" stands for rendering...
Pretty simple really.
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