The moment you have all been waiting for!
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Re: The moment you have all been waiting for!
Posted by ReNo on Thu Oct 2nd at 4:40pm 2003


R_speeds (short for render speeds, as far as I know) are a display of how fast your map runs. There are various counts, but the most important one is generally seen as w_poly. This is a count of how many world polygons are being rendered, and so are a pretty good indicator of how well the map will run on other peoples computers. You want to keep w_poly as low as possible - below 800 is acceptable by everyone really, sometimes its acceptable to push this up a little in the name of detail though. Different people have different opinions on limits for r_speeds, in time you will no doubt forge your own. [addsig]



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Re: The moment you have all been waiting for!
Posted by Ronin on Thu Oct 2nd at 6:52pm 2003


Oh, thanks a lot ReNo.  I understand now.



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Re: The moment you have all been waiting for!
Posted by Ronin on Sat Oct 4th at 11:43pm 2003


I tried that r_speed thingy and i cant get it to work, is there another way to check?



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Re: The moment you have all been waiting for!
Posted by Hornpipe2 on Sun Oct 5th at 12:44am 2003


It's pretty straightforward.  First, do you have access to the console?  (hit ~ during gameplay and see if anything drops down)  If not, follow these steps:

Create a shortcut to hl.exe.

Right click the shortcut->properties.  Now on the Shortcut tab, set the Target field to C:SierraHalf-Lifehl.exe -dev -console (or wherever you have your half-life directory at).

Run the shortcut.  Start up a map.  Hit ~, and then type in "r_speeds 1" (without quotes) and press enter.  Hit ~ again.  A bunch of numbers should be going by at the top left of your screen.  These are your r_speeds.  Pay attention to the wpolys number - this is the one most people care about.

[addsig]




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Re: The moment you have all been waiting for!
Posted by gimpinthesink on Sun Oct 5th at 3:12am 2003


But if you havent got the -dev in the shortcut properties and carnt be arsed to put it in just type developer 1 in the console before you type r_speeds 1 in [addsig]



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Re: The moment you have all been waiting for!
Posted by Orpheus on Sun Oct 5th at 3:23am 2003


? posted by gimpinthesink
But if you havent got the -dev in the shortcut properties and carnt be arsed to put it in just type developer 1 in the console before you type r_speeds 1 in

you might note, that if the -console itself is not in the shortcut, you cannot access it period.. to enter any commands

[addsig]




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Re: The moment you have all been waiting for!
Posted by Ronin on Sun Oct 5th at 5:19am 2003


No no, i got the console, just that the r_speeds dont come up, it says its working but its not showing its self.  I will play with it a little more.

 





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Re: The moment you have all been waiting for!
Posted by Ronin on Tue Oct 21st at 12:43am 2003


Ok, i got the r_speeds 1 to work, i dont how ever have them for miricle. I do have a question about a map that i recently submitted though. op4_harbor, and op4_abby seem to run choppy if im on the outer fringes of the level looking inward. Is this my r_speeds? There up to about 3000, but i have maps much larger that run like 8000 and it runs nice and smooth, but these do not...Any ideas?



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Re: The moment you have all been waiting for!
Posted by Ronin on Tue Oct 21st at 12:57am 2003


? posted by Ronin
Ok, i got the r_speeds 1 to work, i dont how ever have them for miricle. I do have a question about a map that i recently submitted though. op4_harbor, and op4_abby seem to run choppy if im on the outer fringes of the level looking inward. Is this my r_speeds? There up to about 3000, but i have maps much larger that run like 8000 and it runs nice and smooth, but these do not...Any ideas?

Ok...for op4_abby my e_poly is about 3000, and my w_poly is about 1000. Could this make the map kinda choppy?





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Re: The moment you have all been waiting for!
Posted by Sim on Tue Oct 21st at 6:48am 2003


w_poly 1000 could make the map lag a bit, and is generally considered the upper boundary for a map. It's best if you can get the main fighting areas to around 600 and detailed, rarely visited areas below 1000. But there are measures to cut r's in a tutorial here, not sure if it's been put up in the new version. [addsig]



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Re: The moment you have all been waiting for!
Posted by Ronin on Wed Oct 22nd at 1:09am 2003


Thanks a lot sim. I searched for the tut and couldn't find it, so im guessing it hasnt been put up. I am hoping to get these maps up and runing as soon as i can, the lag is really bad for some reason, but i think the extra work is worth it





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Re: The moment you have all been waiting for!
Posted by Sinner_D on Wed Oct 22nd at 1:50am 2003


damnit, this thread is plagued with non-working pix...ERRR

WTF...ALL of the pix are -1bytes?!?!?! ummm ok im confused

[addsig]





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