r_speeds limit
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Re: r_speeds limit
Posted by Orpheus on Sun Apr 4th at 1:30pm 2004


when i made double_trouble, i used both r_drawflat 1 and gl_wireframe 2 extensively.. i minutely stretched each texture sideways, till i got the least amount of squares possible, and still retained the best quality i could.

with some areas, it was the only way i could get the r's under 1000... the torches boosted the r's substantially , but were essential to the theme

[addsig]




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Re: r_speeds limit
Posted by Edge Damodred on Sun Apr 4th at 3:47pm 2004


? posted by Crono
? quote:
A Binary Tree. Another spliting plane's either in front of or behind it's parent node's spliting plane.


...wait, so you usually use a tree of trees for the bsp/face spliting??

I thought that some of the other algorithms for trees were more efficient ... hmm.

I guess a programmer would shoot themselves if they had to create the bsp structure using AVL or something like that (it would also run slow if the balancing was done durring runtime, however if it wasn't it might be more efficient and reliable in the speed area)

It might help looking up the BSP FAQ, it's all over the Internet. You kinda have to reread each section several times to understand what's going on(some of it I still don't quite get).

[addsig]




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Re: r_speeds limit
Posted by Andrei on Sun Apr 4th at 5:59pm 2004


Ive been mapping for 3 years and i still dont uderstand 100% the wonders of HINT brushes. [addsig]



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Re: r_speeds limit
Posted by Crono on Sun Apr 4th at 7:12pm 2004


? quote:
Ive been mapping for 3 years and i still dont uderstand 100% the wonders of HINT brushes.


Manual Visblocking, which no one has really explained how to use well. I don't think that the Terragen developers even know how to use them, since if you use HINT brushes in your terrain generation they're laid out as a Grid (meaning in Hammer the grid lines are also HINT brushes if you look in the 3D view). And do they work? No. I think Hint brushes can only REALLY be used around corners and in areas that have openings to where there is NO way you could see around the corner or such (like a trench) you'd use a HINT brush as the ceiling. But that's just a guess, since no one's really ever explained them. [addsig]




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Re: r_speeds limit
Posted by Gollum on Sun Apr 4th at 8:56pm 2004


Indeed. HINT brushes - do they work? Do they bollocks

Yet every novice mapper who lets his r_speeds go mad in a beta seems to say, "Yeah like I know my r_speeds are 5000 but im gonna use HINT brushes and stuff and then they'll be 800 yeah I rule."





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Re: r_speeds limit
Posted by KungFuSquirrel on Sun Apr 4th at 9:28pm 2004


Hint brushes work plenty well and in plenty of ways. They're most useful in optimizing VIS calculations, though. I did a re-creation of the test chamber a while back that took about 15 minutes on VIS. I added one cylindrical hint brush (none of this "skip" crap ) and cut it to mere seconds [addsig]



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Re: r_speeds limit
Posted by Gollum on Sun Apr 4th at 10:04pm 2004


Er, wouldn't that tell BSP to make splits on EVERY face of the cylindrical hint brush?





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Re: r_speeds limit
Posted by KungFuSquirrel on Sun Apr 4th at 10:20pm 2004


If I tossed a random cylinder into the middle, yes. But if you build a hint brush to fit complex architecture, it can greatly simplify VIS calculations and face splits around it, and you can even do it without creating any new face splits. [addsig]



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Re: r_speeds limit
Posted by JFry on Mon Apr 5th at 2:28am 2004


? posted by Orpheus

? posted by Leperous
? posted by Orpheus

actually no, in truckers lingo, buddy is gay, but bud, was shortened to differentiate the two..

Don't tell me you bus drivers are wannabe-truckers

sometimes lep, you're worse than i am.

what do you think i was, before i started delivering busses silly.

my CDL's are still current.. i went to college (stop glaring asswipe), actually got credits and everything, just to learn how to drive semi-trucks.

was an 8 week course, but was fun.

? posted by JFry

I put 1000 but I view r_speeds simpy as a guideline and not the final word on how smooth it will be. For example lets say you put a few high w_poly pillars in a very small room and give everything the same texture. Chances are it will still render fast because there isn't much to do besides draw the cylinders. Now imagine a huge area with lots and lots of cubes all with different textures. Even if the r_speeds are lower in the cube area it will render slower because of the wide open space and the many textures.

ain't been mapping long have you? else, haven't released much.

I find this comment rather arrogant. Are you disagreeing with me? if so be my guest and prove your point. Otherwise please keep your rude comments to yourself.





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Re: r_speeds limit
Posted by Orpheus on Mon Apr 5th at 2:36am 2004


i am disagreeing, i don't need to be arrogant, and you may download any of my maps still with functional links..

my experience, is for you to judge i guess.

actually, yes, i was being rude, you comment was not very accurate.

and i find it rather arrogant of you to question me as well..

[addsig]




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Re: r_speeds limit
Posted by blu_chze on Mon Apr 5th at 2:45am 2004


theres plenty of words that im sure are fairly unique to West Australia, even compared with the Eastern States, let alone the rest of the world. one that comes (not sure if unique or waht) to mind is 'sped' (heard it way to many times on the bus this morning) means retard and is pretty old...

r_speeds? tried to understand them...didnt get far-now i just steer clear of open areas...

[addsig]




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Re: r_speeds limit
Posted by JFry on Mon Apr 5th at 2:59am 2004


I never questioned your experience in the first place Orph. The subject at hand is r_speeds, and you have yet to prove my statement inaccurate. All you have provided is mere insults (which I would expect from the 12-15 year olds whom likely frequent this site, but not you).





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Re: r_speeds limit
Posted by fishy on Mon Apr 5th at 3:11am 2004


? posted by Edge Damodred

Context/Texture changes- Areas that have fewer amounts of textures in the region will definitely perform better because there's a bottleneck when the renderer has to change textures. This is actually a biggie.........

this pic covers a large area with lots of different textures, and could apply to what you say there Edge. even though the world and entity r's are well within accepted limits, it still takes 7ms to draw. and thats with a new kick-ass card that i may have already mentioned elsewhere.

i released a concmap based on much the same theme, fishyconc3_r, and even though the r's stayed reasonably low, people still complained of unacceptable lag.

so like Edge says, there's more to it than poly's.

and something else got me thinking that HL was like a propeller, designed to have certain capabilities, and like a propeller, it wont pull any harder once it reaches it's limits, no matter how fast it turns. [/rabbling]





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Re: r_speeds limit
Posted by Orpheus on Mon Apr 5th at 3:24am 2004


? posted by JFry

I never questioned your experience in the first place Orph. The subject at hand is r_speeds, and you have yet to prove my statement inaccurate. All you have provided is mere insults (which I would expect from the 12-15 year olds whom likely frequent this site, but not you).

dude, your 1st mistake was assuming i was being arrogant, arrogant would be "do you know who the hell you are talking to bucko?" thats arrogant.

secondly, i have been accused of being an r_speeds nazi, cause i hound so many about the needlessness of them in their maps, so believe me when i say, your comment is not completely wrong, but it is enuff to warrant my saying so.

thirdly, i don't have to prove it, its just basic r_speeds knowledge, the amount of textures you use in a given area will not influence the r_speeds at all... now their scales of each, yeah those will do it, but never the quantity.

lastly, excepting errors in construction, and assuming all was made correctly, a small room with lots of details, and 800 r_speeds, will draw just the same as a big open area with almost nothin in it and also at 800..

your comment was inaccurate... and my being rude,immature, or arrogant, has no baring on it at all.

so, you want rude? or honesty, cause bud, i am damned good at both.

my advice, dig back thru the mapping forums, and look at the dozens of critiques i have done, judge for yourself, if i know my r_speeds or not.

arrogant..

[addsig]




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Re: r_speeds limit
Posted by Yak_Fighter on Mon Apr 5th at 3:26am 2004


? posted by JFry

I never questioned your experience in the first place Orph. The subject at hand is r_speeds, and you have yet to prove my statement inaccurate. All you have provided is mere insults (which I would expect from the 12-15 year olds whom likely frequent this site, but not you).

Christ, why don't you cry. This is an internet forum, let's not take it too seriously now.

I will now disprove your statement as per your request. A wide open area will not necessarily make the map render slowly, it depends on the number of entities visible. Usually there's more in an open area, but that is something to design around. As for textures, I don't think that matters at all past the initial loading of the map. If you have 10megs of textures that need to be loaded it will take a bit for the map to load up, but there won't be a noticeable difference between a room with lots of textures and one with few as the textures have already been loaded when the map started.





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Re: r_speeds limit
Posted by Orpheus on Mon Apr 5th at 3:29am 2004


man yak, i felt that all the way here

remind me, why you and i are such great friends again, i forget

seriously JFry, we are being straight with you.. not trying to run you off.

[addsig]




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Re: r_speeds limit
Posted by JFry on Mon Apr 5th at 6:47am 2004


You're the best Orpheus thanks for pointing out those errors. But why are you so sensitive about your mapping knowledge lately? I think it's time you re-installed half-life. You know you miss it...



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Re: r_speeds limit
Posted by Cassius on Mon Apr 5th at 7:19am 2004


I think that r_speeds should be to the mapper's own honest standards - while it is disgusting to see a guy who releases a map with 5000 r_speeds and say that it's for 'high end computers only', if somebody honestly believes and finds that a 1200 r_speed limit works for the audience of the mod or community he's releasing for, then by all means, he should stick to it.

800 r_speeds is the 'gentleman's limit'. In all honesty, there are very few computers I've ever seen in my entire three-year experience with Half-Life, from start to present, that could not handle 900-950 without a hitch, but limiting yourself always adds a nice element to mapping.

And JFry, please, leave your comments about Orph's 'arrogance' in your ass where they came from.





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Re: r_speeds limit
Posted by Yak_Fighter on Mon Apr 5th at 7:33am 2004


? posted by Cassius

800 r_speeds is the 'gentleman's limit'. In all honesty, there are very few computers I've ever seen in my entire three-year experience with Half-Life, from start to present, that could not handle 900-950 without a hitch, but limiting yourself always adds a nice element to mapping.

Yeah, you get the right to brag to everyone about the impressive visuals you created that have low r_speeds. It gets you chicks. (well... not really.)





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Re: r_speeds limit
Posted by Andrei on Mon Apr 5th at 7:53am 2004


? posted by fishy

Oh, no!The r_speeds from HELL!!!We are doomed!

[addsig]





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