r_speeds

r_speeds

Re: r_speeds Posted by Static88 on Sat Jan 1st 2005 at 11:54pm
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Posted 2005-01-01 11:54pm
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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.
Re: r_speeds Posted by Orpheus on Sun Jan 2nd 2005 at 12:06am
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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.
Re: r_speeds Posted by ReNo on Sun Jan 2nd 2005 at 12:11am
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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superseded by more useful indicators of performance.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.
Re: r_speeds Posted by Orpheus on Sun Jan 2nd 2005 at 12:14am
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sighs

i really need to get mapping so i can answer these questions accurately.
Re: r_speeds Posted by omegaslayer on Sun Jan 2nd 2005 at 12:17am
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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.
Re: r_speeds Posted by Static88 on Sun Jan 2nd 2005 at 12:25am
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Posted 2005-01-02 12:25am
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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.
Re: r_speeds Posted by Leperous on Sun Jan 2nd 2005 at 2:07pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting omegaslayer</DIV>
<DIV class=quotetext>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.
</DIV></DIV>
There are no such commands; there is showbudgettextures and cl_showfps.
Re: r_speeds Posted by SuperCobra on Sun Jan 2nd 2005 at 2:18pm
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Take a look at this ... http://twhl.co.za/tutorial.php?id=38
Re: r_speeds Posted by Agent Smith on Sun Jan 2nd 2005 at 2:20pm
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omegaslayer said:
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.
Re: r_speeds Posted by Orpheus on Sun Jan 2nd 2005 at 2:22pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting SuperCobra</DIV>
<DIV class=quotetext>Take a look at this ... http://twhl.co.za/tutorial.php?id=38
</DIV></DIV>
LOL, thats two Einsteinian replies in one day.. you are killing me bud. please stop before i have to open another box of diapers. :lol:
Re: r_speeds Posted by Quaver on Sun Jan 2nd 2005 at 2:23pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Static88</DIV>
<DIV class=quotetext>hover at around 99-120 or so. </DIV></DIV>
/me crys

i only get a maximum of 40 fps and thats when i look at the floor :cry:
Re: r_speeds Posted by ReNo on Sun Jan 2nd 2005 at 2:31pm
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"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.
Re: r_speeds Posted by Orpheus on Sun Jan 2nd 2005 at 2:33pm
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Posted 2005-01-02 2:33pm
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HL1 had a list of commands, would it not be prudent to post an HL2 equivalent guys??
Re: r_speeds Posted by ReNo on Sun Jan 2nd 2005 at 2:36pm
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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.
Re: r_speeds Posted by Orpheus on Sun Jan 2nd 2005 at 2:41pm
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Posted 2005-01-02 2:41pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>
Nickelplate started one but its very incomplete. </DIV></DIV>
good f**king god, my scroll bar was humongous, if thats incomplete i ain't clicking on the full version list. :lol:
Re: r_speeds Posted by Leperous on Sun Jan 2nd 2005 at 2:44pm
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My mistake, you're right about +showbudget (forgot about the +). Now to find out what "swan buffers" are...
Re: r_speeds Posted by ReNo on Sun Jan 2nd 2005 at 5:24pm
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Posted 2005-01-02 5:24pm
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Its swap buffers :razz: 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.
Re: r_speeds Posted by Forceflow on Sun Jan 2nd 2005 at 10:47pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Its swap buffers :razz: 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.
</DIV></DIV>

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