? quoting DocRock
If you remember, during Half-Life 1 mapping, the SnarkPit members had set mapping standards for maps. For instance, some of the members asked mappers to keep their rspeeds under 600 and the wpoly under 7000 (correct me if I'm wrong on these numbers).
I'm wondering if the SnarkPit has had any discussions lately about the best +showbudget numbers for Half-Life2 mapping.
As the others have suggested it's much more difficult in HL2 to have such rigid guidelines to try to adhere to; there are now more elements than world and entity polys which can contribute to poor fps performance.
The problem with using +showbudget as a guide is that, having, say, a large world geometry bar can be fine if few cubemap-heavy textures are used, so it would get really confusing as to the 'ideal' a map author should be aiming for.
If there was any mapping standard to be used for HL2 I'd suggest it be mat_wireframe in conjunction with any of the fps readout commands (net_graph or whatever).
Mat_wireframe clearly shows how well (or badly) constructured and optimised a level is. As long as mat_wireframe shows no big issues to address (lots of unseen geometry uneccessarily being rendered etc) and the fps command used gives a reading at least comparable to the Valve levels, the HL2 renderer will likely handle the level fine.