*Hands PvtBones Flame-Retardent Jacket* Good Luck with this Thread.
EDIT: Setting-Up Your Computer For Mapping Thread: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=50171' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=50171</a>
<!--QuoteBegin-chrono5454+May 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quick question does half life engine have a limit on r_speeds? if so what is it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode)
<!--QuoteBegin-Defenser+May 29 2004, 10:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Defenser @ May 29 2004, 10:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-chrono5454+May 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quick question does half life engine have a limit on r_speeds? if so what is it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-ShdwStal+May 29 2004, 02:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ May 29 2004, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Defenser+May 29 2004, 10:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Defenser @ May 29 2004, 10:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-chrono5454+May 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quick question does half life engine have a limit on r_speeds? if so what is it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ya im asking at what point does it crash
<!--QuoteBegin-chrono5454+May 29 2004, 11:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 29 2004, 11:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ShdwStal+May 29 2004, 02:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ May 29 2004, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Defenser+May 29 2004, 10:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Defenser @ May 29 2004, 10:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-chrono5454+May 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quick question does half life engine have a limit on r_speeds? if so what is it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> ya im asking at what point does it crash <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Probably depends on your computer. I heard 4000 wpoly will drop you to about 15 fps on a pretty good computer. However, I think the crash limit might be something like 20 000 or more wpoly. You could always experiment yourself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If you have 20000 w_polys in a room it damn well better be the best room ever for a HL map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Hell even with 4000 it better be the best map ever. Either that or the mapper just used a lot of tubes with like 300 sides.
<!--QuoteBegin-Dorian Gray+May 29 2004, 11:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ May 29 2004, 11:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Either that or the mapper just used a lot of tubes with like 300 sides. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> *shifty eyes* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
In our map there was a leak and so the r_speeds reached 4500 in the worst place, as without leak it would've been about 2000.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> But I don't think it affected the fps very much.. (me got so good comp <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
<!--QuoteBegin-Dragoni+May 30 2004, 08:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragoni @ May 30 2004, 08:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In our map there was a leak and so the r_speeds reached 4500 in the worst place, as without leak it would've been about 2000.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> But I don't think it affected the fps very much.. (me got so good comp <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I have a map that covers most of the VHE grid, when I had a leak in it it would render about 5000 wpoly. When I looked towards the map I got like 5fps (I have a decent comp, I usually get about 80fps in-game).
Oh, and for the record, I think the maximum amount of faces for one brush is like 32.
Ok, ok.. I got the point. Maybe I exaggerated a little.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
The thing is, it doesn't matter on your computer. Your computer could quite happily render 4,000 w_polys without breaking a sweat in other games. It's the dated HL engine showing it's age here.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
<!--QuoteBegin-esuna+May 30 2004, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ May 30 2004, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's the dated HL engine showing it's age here. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> True, but it did age very gracefully <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
something like 6 years old and still alive and kicking, the hl engine is probably the oldest engine which even to this day has a big community behind it and it still packs a punch...
I'd say that the Unreal Tournament community is still alive and kicking - absolutely thousands of servers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
FPS readings when you have a leak are a poor indicator of how well things can actually work. Remember, you're not just displaying 5000 polys at once, but since VIS didn't run, you're drawing them over top of each other over and over again. Overdraw is an incredibly expensive process - You all know what happens when you get too many sprites over each other, so now you have polys from every room in the map drawing over themselves. Framerates are also poor without RAD, which is odd, but I think you'll find in many leak situations even normal polycounts will give you poor framerates.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-Cobra^+May 30 2004, 03:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ May 30 2004, 03:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd say that the Unreal Tournament community is still alive and kicking - absolutely thousands of servers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> but hl is older <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
By what, a year? I count that UT was released a year earlier and although most of this forum will disagree, I'll say that in terms of mapping and creating good looking levels from the off, UT is the winner.
hit a bit of a snag with the whole windows/systems step where exactly is it adn do I really have to move it there (I'm paranoid of moving things at can affect windows)
Comments
*Hands PvtBones Flame-Retardent Jacket* Good Luck with this Thread.
EDIT: Setting-Up Your Computer For Mapping Thread: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=50171' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=50171</a>
~ DarkATi
lower is better, performance-wise, but it may not look that good.
Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode)
Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ya im asking at what point does it crash
Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ya im asking at what point does it crash <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Probably depends on your computer. I heard 4000 wpoly will drop you to about 15 fps on a pretty good computer. However, I think the crash limit might be something like 20 000 or more wpoly. You could always experiment yourself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
*shifty eyes* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I have a map that covers most of the VHE grid, when I had a leak in it it would render about 5000 wpoly. When I looked towards the map I got like 5fps (I have a decent comp, I usually get about 80fps in-game).
Oh, and for the record, I think the maximum amount of faces for one brush is like 32.
True, but it did age very gracefully <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
something like 6 years old and still alive and kicking, the hl engine is probably the oldest engine which even to this day has a big community behind it and it still packs a punch...
but hl is older <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->