Re: r_speeds
Posted by whiteLegion on
Tue May 18th 2004 at 6:52pm
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Can I max the R_speeds out at 800 or is that taboo? This is for a hldm.
Re: r_speeds
Posted by 7dk2h4md720ih on
Tue May 18th 2004 at 7:34pm
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800 is the accepted normal here by most people. You can go as high as 1000 in high detail areas though without running into much trouble. :smile:
Re: r_speeds
Posted by omegaslayer on
Tue May 18th 2004 at 8:18pm
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Legion-
Hows the project comming? Like A-S said its okay to go as high 1000, but with all top machines these days its okay to go as high as 1200. I mean come on whos running Half-Life on software mode these days???? Even with the built-in video cards on the mother boards is enough to run r_speeds over 800 or so.
Re: r_speeds
Posted by Crono on
Tue May 18th 2004 at 8:18pm
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It really depends on whether the high r's are from detail, or poor mapping.
if its from high detail, I'd say you can push it to about 1000 or 1200 (but it better be INCREDIBLY detailed).
There are some official maps in dod that go up to 1800 :\
But they're incredibly detailed and large (look at charlie in DoD 1.0/1.1)
Then there's poor mapping R's, basically if your rspeeds are high and there's not much detail, you need to rethink your mapping design or maybe even your mapping technique.
But everyone should already know this.
Also ... why is this under HL Editing? I mean ... you're asking a question that is really based on opinion ... you can't really give a 'correct' answer ... but I'll mark mine anyway :biggrin:
Re: r_speeds
Posted by Bruce on
Tue May 18th 2004 at 8:49pm
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Isn't it true that certain values of WPOLY and EPOLY will lag any machine no matter the hardware? That's my experience at least, and I saw the combinations at the Vlatitude site once.
Re: r_speeds
Posted by Leperous on
Tue May 18th 2004 at 10:25pm
Posted
2004-05-18 10:25pm
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It's really a mixture of things, and there's more to it than 'r_speeds' in some cases. Basically try to keep them low; if you make a nice looking map with high r_speeds (~1000+) people won't care too much, but if you make a pile of crap with e_polys of 15,000 on top of everything that just looks rubbish then people will care. It's up to you, try to keep them as low as you can whilst making your map look good.
Re: r_speeds
Posted by Crono on
Tue May 18th 2004 at 10:26pm
Posted
2004-05-18 10:26pm
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Certain values?
depends on what type of map it is. Usually, the 'hardware' doesn't get laggy unless its a server and it's hosting for a crap load of people (it has to keep instances of everything for each player connected).
Single Player allows a little more freedom, of course.
But if something is slow no matter what, the map is probably stressing the engine, not the hardware.
Re: r_speeds
Posted by Crono on
Tue May 18th 2004 at 11:37pm
Posted
2004-05-18 11:37pm
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Bruce, believe me, it's the HL engine. If it was the polygon count in the map, then we could make maps that shoot 2500 and up and play them with no problem, In Half-Life that is.
Also, if it is your hardware you wouldn't be able to play newer games (Far Cry anyone). It is the HL engine that is holding the performance back. You can put a map with insane rspeeds on a top of the line computer and play it in HL and it will lag just the same as it would on a lower end computer. There have only been small advancements with that engines speeds, and that's simply because of newer 3d render modes.
Now ... how would it play when porting over to HL2 is another question :biggrin:
Re: r_speeds
Posted by omegaslayer on
Wed May 19th 2004 at 1:17am
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Thank Valve for the Source engine, will have a much higher budget of both e-poly and w-poly, and still run fairly well. As for U3, thats crazy :eek: , you would have to drop 700$ for a WildCat card from 3D Labs just to run it.
Re: r_speeds
Posted by whiteLegion on
Wed May 19th 2004 at 1:36am
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Thanx everyone. I was going old school and keeping them around 400. I am working on an insanely huge map. I will release a beta soon. I haven't even finished the layout and I have over 3000 brushes. Estimated final brush count is 5000. The compiler should handle this. If I can go to 1000 wpoly then I have many more brush's to lay.
Hey omegaslayer4777 your sig is... loud. Dude omega I am almost ready for a play test.
Re: r_speeds
Posted by Orpheus on
Wed May 19th 2004 at 9:37am
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don't worry sloth, i have a fairly large machine and it doesn't like over 1000 ..
this topic has been debated to death, the majority of the educated still feel 1000 is max.
Re: r_speeds
Posted by Gorbachev on
Wed May 19th 2004 at 7:27pm
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I feel bad if I see it breaking 1000.