Re: dynamic light rendering ass-raped by one small blinking light?
Posted by Le Chief on Wed Jul 29th at 3:37am 2009
Nuh, I wouldn't worry about it. Assuming we're talking about the "show budget" command, I've never understood what it is actually saying either and never really looked into it.
The best way I decide "how much more detail the map can fit in" is knowing I have a low end PC, I keep the game running at high graphical settings (high texture detail etc etc) running at 1024x768 and sometimes turn on anti aliasing and just use my mojo to decide what is acceptable.
There is no golden number or amount of polygons or frames per second the map should be running at, it's all relative and dependent on alot of factors.
If you have the dynamic light in and the map getting decent frame rates, it's fine I say.

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Re: dynamic light rendering ass-raped by one small blinking light?
Posted by haymaker on Wed Jul 29th at 4:22am 2009
if you can get away with it an env_sprite set to pulse looks pretty good, very cheap alternative esp for multiplayer

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Re: dynamic light rendering ass-raped by one small blinking light?
Posted by omegaslayer on Wed Jul 29th at 5:33am 2009
Dynamic lights are very costly to the source engine. It should be used very sparingly. Like haymaker said, a sprite could achieve the same effect. If you are going to use dynamic lights, then make sure the light map is set to a high resolution to offset the extra calculations used with dynamic lights.

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