r_speeds
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Re: r_speeds
Posted by Static88 on Sat Jan 1st at 11:54pm 2005


I'm about 3/4 through my map and at it's worst spot the r_speeds hover at around 99-120 or so. It's still in the green on my machine but I was just curious as to how low is too low for a HL2DM map. I've read articles on how to keep r_speeds low and have used them as a guideline for the most part such as having a 3D skybox and such. Just basically looking for opinions on how low is too low (#'s). Thanks.



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Re: r_speeds
Posted by Orpheus on Sun Jan 2nd at 12:06am 2005


*glares at screen uncomprehendingly*

are you sure you do not have your terms mixed up?

r_speeds that low are not even in killboxes. a marginally detailed map would be much higher.

maybe you are thinking of FPS perhaps?

[edit] for the record, there is no such thing as to low.

[addsig]




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Re: r_speeds
Posted by ReNo on Sun Jan 2nd at 12:11am 2005


There is no such thing as r_speeds in HL2 editing, they have been superseded by more useful indicators of performance. The only real way to measure is to look at your frames per second count, which it sounds like you may already be doing, and for these you really want your numbers to be HIGH not low. Use +showbudget in the console to see what parts of the game are eating up your performance.
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Re: r_speeds
Posted by Orpheus on Sun Jan 2nd at 12:14am 2005


*sighs*

i really need to get mapping so i can answer these questions accurately.

[addsig]




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Re: r_speeds
Posted by omegaslayer on Sun Jan 2nd at 12:17am 2005


If you are mapping for HL2 you use "+showbudget" that shows you how much of everything you have. You really want to be looking at this because there is a lot more than w-polys and e-polys now. Type in "showfps 1" in the console and go through the HL2 levels you already have (eg: overwatch), look at its fps, and with the same settings tone your map to function on that level of detail as well, because if everyone is satisfied with those frames, then they should be satisfied on the frames you have on your map. So I have to say that you should base your fps on your map around the fps you get on the other levels.
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Re: r_speeds
Posted by Static88 on Sun Jan 2nd at 12:25am 2005


You know what? You're right. I was meaning FPS. I feel like an ass. My FPS is hovering around 100 in it's worst spot. I guess it's not too bad or it would be yellow or red. Thanks for the clarification, and the help folks.



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Re: r_speeds
Posted by Leperous on Sun Jan 2nd at 2:07pm 2005


? quoting omegaslayer
If you are mapping for HL2 you use "+showbudget" that shows you how much of everything you have. You really want to be looking at this because there is a lot more than w-polys and e-polys now. Type in "showfps 1" in the console and go through the HL2 levels you already have (eg: overwatch), look at its fps, and with the same settings tone your map to function on that level of detail as well, because if everyone is satisfied with those frames, then they should be satisfied on the frames you have on your map. So I have to say that you should base your fps on your map around the fps you get on the other levels.

There are no such commands; there is showbudgettextures and cl_showfps.





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Re: r_speeds
Posted by SuperCobra on Sun Jan 2nd at 2:18pm 2005


Take a look at this ... http://twhl.co.za/tutorial.php?id=38
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Re: r_speeds
Posted by Agent Smith on Sun Jan 2nd at 2:20pm 2005


? quote:
? quoting omegaslayer
If you are mapping for HL2 you use "+showbudget" that ...

There are no such commands; there is showbudgettextures and cl_showfps.



I don't know what your talking about Lep, but I know for certain that the +showbudget command exists as I use it all the time. Not sure about the showfps 1 command though, just checking it now.




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Re: r_speeds
Posted by Orpheus on Sun Jan 2nd at 2:22pm 2005


? quoting SuperCobra
Take a look at this ... http://twhl.co.za/tutorial.php?id=38

LOL, thats two Einsteinian replies in one day.. you are killing me bud. please stop before i have to open another box of diapers.

[addsig]




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Re: r_speeds
Posted by Quaver on Sun Jan 2nd at 2:23pm 2005


? quoting Static88
hover at around 99-120 or so.

/me crys

i only get a maximum of 40 fps and thats when i look at the floor

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Re: r_speeds
Posted by ReNo on Sun Jan 2nd at 2:31pm 2005


"Showbudgettextures" is a different command Lep, and is used to find out, unsurprisingly, the usage of texture memory in the current frame (or in the map as a whole, if you use showbudgettexturesglobal or something along those lines). +showbudget is more useful as it gives an overview of every part of the game that is contributing to the current frame and lets you spot what is hogging performance, such as physics, sound, props, etc... In conjunction with mat_wireframe (which can take the values 0, 1 and 2 to give different modes) its very useful for judging performance and finding out how to optimise.
[addsig]




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Re: r_speeds
Posted by Orpheus on Sun Jan 2nd at 2:33pm 2005


HL1 had a list of commands, would it not be prudent to post an HL2 equivalent guys?? [addsig]



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Re: r_speeds
Posted by ReNo on Sun Jan 2nd at 2:36pm 2005


http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=142

Nickelplate started one but its very incomplete. There is a link in the comments to a full list apparently.
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Re: r_speeds
Posted by Orpheus on Sun Jan 2nd at 2:41pm 2005


? quoting ReNo

Nickelplate started one but its very incomplete.

good f**king god, my scroll bar was humongous, if thats incomplete i ain't clicking on the full version list.

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Re: r_speeds
Posted by Leperous on Sun Jan 2nd at 2:44pm 2005


My mistake, you're right about +showbudget (forgot about the +). Now to find out what "swan buffers" are...



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Re: r_speeds
Posted by ReNo on Sun Jan 2nd at 5:24pm 2005


Its swap buffers My initial guess would be that it is the amount of time taken to switch the display buffers. Modern games use double buffering, in which the current frame is displayed in the front buffer while at the same time the next frame is being prepared in the back buffer. These then switch over when the frame is complete, so the new frame is shown in the front buffer while the next one is made in the back.

Thing is though, I wouldn't have thought the level would really have anything to do with the amount of time it takes to switch the buffers over as its always going to be the same amount of data being copied. Clearly though the scene being rendered DOES have an effect on the time taken for swap buffers, so I figure I must be wrong.
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Re: r_speeds
Posted by Forceflow on Sun Jan 2nd at 10:47pm 2005


? quoting ReNo
Its swap buffers My initial guess would be that it is the amount of time taken to switch the display buffers. Modern games use double buffering, in which the current frame is displayed in the front buffer while at the same time the next frame is being prepared in the back buffer. These then switch over when the frame is complete, so the new frame is shown in the front buffer while the next one is made in the back.

To run HL2 properly one should need a card with triple buffering capabilities, I think. Almost everything, except cards older than 2 or 3 years has triple buffering now.

Does that swap buffer count change when you're using double or triple buffering ?

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Re: r_speeds
Posted by ReNo on Mon Jan 3rd at 12:42am 2005


Triple buffering might be common on graphics cards but not all games make use of it. I didn't notice any obvious way to change between double or triple buffering in HL2 to be honest, perhaps I just overlooked it though.
[addsig]





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