Swap buffers

Swap buffers

Re: Swap buffers Posted by Leperous on Mon Jan 3rd 2005 at 12:50pm
Leperous
3382 posts
Posted 2005-01-03 12:50pm
Leperous
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
One room in my map seems to have very high swap buffer levels:

User posted image

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 :smile:
Re: Swap buffers Posted by Raeth on Mon Jan 3rd 2005 at 3:29pm
Raeth
62 posts
Posted 2005-01-03 3:29pm
Raeth
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62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
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
[size=13]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.

[/size]
Re: Swap buffers Posted by Leperous on Mon Jan 3rd 2005 at 3:45pm
Leperous
3382 posts
Posted 2005-01-03 3:45pm
Leperous
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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 :/
Re: Swap buffers Posted by Rof on Mon Jan 3rd 2005 at 4:11pm
Rof
210 posts
Posted 2005-01-03 4:11pm
Rof
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210 posts 41 snarkmarks Registered: Dec 3rd 2004
There's a mention of swap buffers in water section of
this
page
. Might help some.
Re: Swap buffers Posted by Leperous on Mon Jan 3rd 2005 at 4:46pm
Leperous
3382 posts
Posted 2005-01-03 4:46pm
Leperous
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Ah, thanks for that (useful info at the bottom about fill-rate issues) :smile:
Re: Swap buffers Posted by StickFigs on Wed Jan 5th 2005 at 1:06am
StickFigs
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Posted 2005-01-05 1:06am
28 posts 13 snarkmarks Registered: Dec 23rd 2004
May I ask what console command displays that graph?
Re: Swap buffers Posted by ReNo on Wed Jan 5th 2005 at 1:15am
ReNo
5457 posts
Posted 2005-01-05 1:15am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
+showbudget