dynamic light rendering ass-raped by one small blinking light?

dynamic light rendering ass-raped by one small blinking light?

Re: dynamic light rendering ass-raped by one small blinking light? Posted by Kampy on Tue Jul 28th 2009 at 11:09pm
Kampy
304 posts
Posted 2009-07-28 11:09pm
Kampy
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304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
hey I had added a tiny red light at the top of the scud rocket that had a slow pulse. When I checked my budget I saw that the dynamic light rendering FPS went from 0 to over 100! :scream: I mean how is that possible? Should you use dynamic lights at all then? :confused:
Re: dynamic light rendering ass-raped by one small blinking light? Posted by Le Chief on Wed Jul 29th 2009 at 3:37am
Le Chief
2605 posts
Posted 2009-07-29 3:37am
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Nuh, I wouldn't worry about it. Assuming we're talking about the "show budget" command, I've never understood what it is actually saying either and never really looked into it.

The best way I decide "how much more detail the map can fit in" is knowing I have a low end PC, I keep the game running at high graphical settings (high texture detail etc etc) running at 1024x768 and sometimes turn on anti aliasing and just use my mojo to decide what is acceptable.

There is no golden number or amount of polygons or frames per second the map should be running at, it's all relative and dependent on alot of factors.

If you have the dynamic light in and the map getting decent frame rates, it's fine I say.
Aaron's Stuff
Re: dynamic light rendering ass-raped by one small blinking light? Posted by haymaker on Wed Jul 29th 2009 at 4:22am
haymaker
439 posts
Posted 2009-07-29 4:22am
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
if you can get away with it an env_sprite set to pulse looks pretty good, very cheap alternative esp for multiplayer
Re: dynamic light rendering ass-raped by one small blinking light? Posted by omegaslayer on Wed Jul 29th 2009 at 5:33am
omegaslayer
2481 posts
Posted 2009-07-29 5:33am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Dynamic lights are very costly to the source engine. It should be used very sparingly. Like haymaker said, a sprite could achieve the same effect. If you are going to use dynamic lights, then make sure the light map is set to a high resolution to offset the extra calculations used with dynamic lights.
Re: dynamic light rendering ass-raped by one small blinking light? Posted by Kampy on Wed Jul 29th 2009 at 3:27pm
Kampy
304 posts
Posted 2009-07-29 3:27pm
Kampy
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304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
haymaker said:
if you can get away with it an env_sprite set to pulse looks pretty good, very cheap alternative esp for multiplayer
thanks. Imma try that. :clap: