Swap buffers
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Re: Swap buffers
Posted by Leperous on Mon Jan 3rd at 12:50pm 2005


One room in my map seems to have very high swap buffer levels:

I've read various posts, including the the below, which describe what these actually are:
http://www.chatbear.com/board.plm?a=viewthread&t=797,1101160794,24591&id=731928&b=4989&v=flatold

However, I don't see why I'm getting them so bad in this part of my map- in particular, they seem to climb and climb as I get closer to the displacement surfaces!- though they are high in various other parts. They also completely disappear when you turn on mat_wireframe, but as I said they are at their highest when looking at nothing but a wall. I have tried various things, including removing lighting and the displacement surfaces but neither seems to fix; in fact, it seems as if this is actually being caused by the game rendering everything else in the level but lumping it into this category!

If anyone knows what's going on or how to fix this, please let me know





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Re: Swap buffers
Posted by Raeth on Mon Jan 3rd at 3:29pm 2005


I read somewhere that large water areas could also cause this SwapBuffers problem. This leads me to believe that it has something to do with cubemaps and/or reflective surfaces (like the combine metal textures you have). I did a search and pulled this up:

http://www.chatbear.com/board.plm?a=viewthread&b=4989&t=214,1104535139,19559&s=0&id=766164#1

? quote:

In my map when I turn on +showbudget, it sometimes shows my swap buffers really high...sometimes even as far as the graph line can go. Is this normal? I notice it goes really high when I put my face up to the citadel metal textures especially.


So it's possible that it's the metal textures that are causing the problem, either by themseleves or by trying to reflect a complicated displacement surface. Maybe you could try either texturing them with the cheap version of the texture or replacing it with something else. The second option probably isn't good in the long run, but would probably be the quickest way of figuring out if the combine textures are the problem.




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Re: Swap buffers
Posted by Leperous on Mon Jan 3rd at 3:45pm 2005


Yes, like I said in my edit they sometimes climb when you get close to the rocks. You might be right about the env_cubemaps, as this is a large room and perhaps the reflections are thus quite complicated to do :/





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Re: Swap buffers
Posted by Rof on Mon Jan 3rd at 4:11pm 2005


There's a mention of swap buffers in water section of this page. Might help some.




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Re: Swap buffers
Posted by Leperous on Mon Jan 3rd at 4:46pm 2005


Ah, thanks for that (useful info at the bottom about fill-rate issues)



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Re: Swap buffers
Posted by StickFigs on Wed Jan 5th at 1:06am 2005


May I ask what console command displays that graph?



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Re: Swap buffers
Posted by ReNo on Wed Jan 5th at 1:15am 2005


+showbudget [addsig]




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