Fps For Player View

ZolopZolop Join Date: 2003-04-06 Member: 15251Members
<div class="IPBDescription">Can't describe here, look at the text</div> Alright I have not much experience mapping for NS but I am willing to take the time to teach myself using the Hammer editor or any other half life editor.

To desribe my question more accurately, I need to setup a scene in the readers head. A marine is looking at a section of the map from the corner of the room he is in. Now, when the marine turns to look away as another part of the room his frames per second is lowered down from 50 to 25. As he traverses the rest of the map. his fps stayes inbetween 40-50 fps. Here comes the question and how is it related to the map. What is the average amount of polygon can a computer display nowadays. Another example is when a map has two rooms, and in one room the marines fps is low and in the other room is very high. Should I even worry about this, as most of the maps in hl aren't that big?

thanks in advance for the support seeya all later <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

PS how many entities should I try to keep from going over? BTW way I'd love to try and make some MvsM or AvsA maps.

(http://www.unknownworlds.com/forums/index.php?showtopic=69108)

Comments

  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    edited April 2004
    If you wanna map its r_speeds that you'll want to be watching, Try keep them below 700, average of bout 500-600.
    type r_speeds 1 in then console

    I think the entity limit for ns is 275??im not sure, but its around that.

    moconnor
  • ZolopZolop Join Date: 2003-04-06 Member: 15251Members
    edited May 2004
    thanks for the info. Sorry for long reply, been busy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    I dont knwo much about, but theres something about Vis leafs and stuff rendering things around corners because the engine thinks it can see whats around the corner so it renders it for no reason.
  • wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
    Another thing you could/should do is check to see that the engine isn't rendering stuff through walls.

    In your console, type "map ns_mymap", "developer 1", "r_speeds 1", "gl_wireframe 3" (you can use gl_wireframe 1 and 2 as well)

    Now make sure that the engine isn't rendering stuff through a wall, or stuff that you definitely shouldn't be able to see.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    A|IEN its not that the enigine think it can see it so renders it for no reason, the engine always renders the BSP leafs (set of polygons in that area) ur in, plus the one either side of it, this is so on slower computers u'll never turn a corner and not see anything, coz it hasnt rendered it yet

    pretty hazy explanation i kno

    for more information

    visability determination
    <a href='http://collective.valve-erc.com/index.php?go=visibility_determination' target='_blank'>http://collective.valve-erc.com/index.php?...y_determination</a>

    Hint brush tutorial (covers some bsp leaf info)
    <a href='http://collective.valve-erc.com/index.php?doc=1043477348-95410300' target='_blank'>http://collective.valve-erc.com/index.php?...477348-95410300</a>
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    also ive found the engine will render entities (func_wall, etc) thru wall/void/wall (as long as the void gap is small)
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