func_breakable contributing to wpoly counts??!
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Re: func_breakable contributing to wpoly counts??!
Posted by Banquo on Sun Oct 16th at 7:05pm 2011


I have a fightyard map that has about 30 or so small breakable platforms. the map itself is not that big and there are only about 700 solids in it. after loading the map, i noticed some horrendous lag, entered "r_speeds 1" and "developer 1" in the console. The wpoly count was over 3500!

At that point i made a copy of my rmf and commenced stripping it down sections at a time and recompiling, hoping to find some odd anomaly causing my wpolys to be insane. after getting down to the start areas, platforms and sky texture and still having my wpoly count is the 3000s I thought "what the hell" and deleted all the breakables. Sure enough...... wpolys down to 900. smiley

So...

If all those small platforms are brush entities, then why are they contributing to the total wpolys? I was under the impression that brush entities only contributed to epolys but my epoly count remained the same throughout the stripping process.

Someone please enlighten me




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Re: func_breakable contributing to wpoly counts??!
Posted by Orpheus on Sun Oct 16th at 9:56pm 2011


First and most important question. Did you do a full final compile?
You can never trust polly counts unless you have.




The best things in life, aren't things.



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Re: func_breakable contributing to wpoly counts??!
Posted by Banquo on Sun Oct 16th at 10:32pm 2011


Yes I did. Full VIS. RAD with extra and 3 bounces. I always do a full compile on account of it only taking 8 minutes to complete



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Re: func_breakable contributing to wpoly counts??!
Posted by Unq on Mon Oct 17th at 11:35pm 2011


Yes, things made of brushes (world or entity) contribute to wpoly. Models and maybe sprites contribute to epoly.




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