Max E_polys?

WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
<div class="IPBDescription">Those func_seethroughs add up, you know.</div> I'm working on a map. r_speeds hover comfortably around 500 in the marine spawn room, but the e_polys are over 1500, with just the Command Console in view.

I know the NS models are high-res and stuff, so a lot of that is probably the CC. But what is a reasonable number of e_polys? Do we have even a ballpark figure?

If anyone knows what a good maximum e_poly count is for an NS map, please reply to this thread. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The only thing that adds to e-poly count are models. So, unless you're going to be putting custom models in your map as scenery, e-poly counts are completely out of your control.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    edited November 2002
    E_polys as far as I know are only polys on the models the game engine can see. Generally the only actual models you will be placing in your map are things like the hives and resource nodes. Everything else can't be helped, and it is the players choice to place other models around the place. Basically I wouldn't worry about it, since you have almost no control over how many E_polys will be veiwed.

    The only thing I wouldn't suggest is adding a ton of prefab models (like the chairs in NS Hera) in one area

    Hope that helps.

    **Edit**
    Damn, you beat me Greedo..you and your puny, undersize replies <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Oh, really? I thought converting world brushes into entities reduced w_polys but increased e_polys. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    Oh well, then. Nevermind! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • NS_AdamNS_Adam Join Date: 2002-11-20 Member: 9397Members
    Yes, I know this is my first post, but don't get me wrong, I'm not new here. I been reading everything posted here for a while now. I just never had anything to say. Plus when I do post, I have this thing with posting ALOT... so I guess I was avoiding it on purpose.

    Anyways, I thought I'd mention that contrary to popular belief, e_poly is not only model entities, it is all entities. Infact, the 'e' in e_ploy stands for entity I believe. The 'w' in w_poly is for world. It's easy to tell which will add to which poly count. When your mapping you either make the walls in the level with world brushes, or you make it with entitie brushes by converting a world brush into an ent, like a func_wall for instance. The func_wall in this case is technicaly considered the same as a model, except for it's more robust clipping and propertys. Therefor, one actualy does have control over e_poly. Cut down on the amount of entitie walls and objects that you have in one area. Perhaps a hint brush might be in order.(Entirely dependant on your architecture)

    If you need proof of my statments, I have created a map once that had no models in it, yet contained an 8000 e_poly count. After deleting my helichoper (which was created from scratch using nothing but func_walls because I can't make models, and so that VIS would not die during compile time...) my e_poly count went down to 500's.

    Another example is in the map ns_bast. The hive area called the Refinery, has 2 exceptionaly large tanks with a catwalk connecting the two. You'd think these objects would add alot to the w_poly, after all, they are cylinders! Alas, this is not the case, these objects are not world brushes at all, they are func_walls. And therefor add to e_poly not w_poly. This is also the case as to why taking a topdown overview screen of the map ns_bast leaves the Refinery room empty in the picture with no view of the 2 tanks at all. (As we all know, entities can not be drawn on overview screen shots)

    So you basicaly have hope for reducing those polys WarpZone. Unless of course you only made the map using world brushes...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I'm afraid you're somehow mistaken. Entitybrushes do not add to epolys, and it must have been some other factor which you drwe your conclusion from.

    Weapon models, CCs, resource towers, etc etc, all add to the epolys. Perhaps there were some of these in your VIS sight? (Turning walls into entities will of course effectively make them 'seethrough' as far as VIS is concerned, and perhaps doing this causes models being drawn which would otherwise be blocked from VIS's view.

    On the other hand, I'd be REALLY interested if you prove me wrong, but I doubt you will <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Oh, and Re: first post, 1500 is a fairly small amount where epolys are concerned. (About 2 player models?)
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited November 2002
    Contrary to popular belief, epolys are only a measure or model-based polygons, and not any brush based entities. I couldn't tell you how many times I've seen the same claim regarding func_ entities and epoly, but regardless, it's still wrong.

    epolys, despite the 'e' in their name, only represent model-based polygons. 1500 is indeed a small epoly number -- often times you'll find multiple thousands in NS, due to all the models displayed.

    (gah, forget the shots, I can't upload anything successfully today... Point remains, epoly is model only.)
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited November 2002
    Interesting...

    Okay, thanks for clearing that up. Everybody was saying something different, so thanks for posting those screenshots, KungFuSquirrel.

    I have to ask, though, why is there a box around your r_speeds data? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> Mine never does that...

    Also, the ladder and the catwalk both disappear, so maybe they could have added to the epoly count after all. The tanks, however, did not disappear, so either func_seethroughs get treated as world brushes for display purposes after all, OR they are not func_seethroughs after all, but the tanks are made out of world brushes. Since they touch the ceiling, they'd get treated as hull 0 brushes, and the commander would be able to see through them and place objects right down through them anyway...

    Hmmmm... darn. Come to think of it, KungFuSquirrel's screenshot doesn't conclusively prove <i>anything...</i> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> NEED MORE DATA!!

    But at least now I know 1500 epolys is not a bad figure at all. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited November 2002
    Actually, if you know the epoly totals for the hive, sign, and resource nozzle, it does.

    If a face shows up in gl_wireframe 1 or 2, it's wpoly. Note that brush entity faces show up in gl_wireframe, and model faces do not.

    func_seethroughs do not behave any differently than any other entity when noclipping into the void -- ALL entities, regardless of type, are dropped from the renderer. Anything that remains is <b>not</b> an entity.

    And the box is there because I run at 1600x1200... resizing them makes the r_speeds data disappear.

    My goddamned FTP connection is pretty much non-existant, so you don't get the shot that really matters... A shot with NUMEROUS func_ faces and an epoly count of 0...

    Anyway. There really is no debate here. Epolys are model-based polygons ONLY. Entity brushes only affect wpoly. That's how it is and how it always has been.
  • CandymanCandyman Join Date: 2002-11-02 Member: 5113Members
    Still a bit unclear. So where do the polys from func brushes go? In the w_poly count? (I don't think so) Also, I made a test quite a long time ago, if you noclip into the sky in any hl map, there's a small section where the engine shows only models AND funcs, and if you go higher, they all disappear, showing only the world brushes. So you could assume they are rendered allong with the models, therefore they should add to the epoly, which it's clear they don't.
    Once again, how can you tell how many func polys you have?
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    If a w poly falls in the forest and an e poly doesn't hear it. Are you actually using worldcraft?

    hmm
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Heist+Dec 11 2002, 04:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Heist @ Dec 11 2002, 04:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If a w poly falls in the forest and an e poly doesn't hear it. Are you actually using worldcraft?

    hmm<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oohh... a philosopher from the Zen (Xen?) school of mapping....

    I had also noticed that turning world brushes into entities reduced the Wpoly count without increaseing the Epoly count. Brush entities must be placing some strain on the system, so it would be relevant to have a command that shows these mysterious missing polys.

    On a related not it's not unusual for weapon view models to be 1500+ Epoly. In the case of the helicopter example you could just have been holding a more detailed gun.

    Try not to use too many entities as this cuts into the total number of entites available. If you get too many entities ina level things will start vanishing in-game.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    <!--QuoteBegin--ChromeAngel+Dec 11 2002, 04:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Dec 11 2002, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I had also noticed that turning world brushes into entities reduced the Wpoly count without increaseing the Epoly count.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats because you've stopped that one brush cutting faces then.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited December 2002
    There are no 'mysterious missing polys.' Brush entities don't split faces, like chubbysteve pointed out, and therefore often optimize poly splits in the vicinity.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    to many entities DO however affect your FPS quite quickly, If your map drops more then like 10 FPS (from 60 that is) then you've got a problem..
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    <b><a href='http://members.telocity.com/pdebaan/rspeeds.htm' target='_blank'>tutorial : Ways of Reducing R_speeds & lag </a> may be informative for you.</b>

    summary:<i>
    most brushes make wpolys. and wpolys only.
    all models make e_polys, and e_polys only.
    some brushes make no wpolys, but still affect rendering & lag in different ways: func water, sky and a few more.
    moving entity brushes and some point entitys also affect lag beyond their wpoly count, usually though netlag. things like moving trains, swinging pendulums, changing beams, ect.</i>

    r_speeds is actually a combo of ALL of the above - although it is often miostakenly refered to wpolys only.

    why are wpolys and epolys have their name like they do? it is a legacy of the history from Wolfenstien thru Quake to Half-life coding, and how things changed over time. there is a website somewhere i once read that coved the whole history of the topic. feel free to google it, if it is still up. the names were not designed for the present usage.
  • CandymanCandyman Join Date: 2002-11-02 Member: 5113Members
    <!--QuoteBegin--KungFuSquirrel+Dec 11 2002, 02:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Dec 11 2002, 02:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There are no 'mysterious missing polys.' Brush entities don't split faces, like chubbysteve pointed out, and therefore often optimize poly splits in the vicinity.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So... do they add to the wpolys? Damn it, guys, I've already understood <b>why</b> they lower the wpoly count, I'm just asking how they are rendered, where do their polys add up while rendered (if they are shown somewhere - I'll ignore the silly worldcraft question), why shouldn't be used too often, how many is too many etc. (probably redundant questions, once the first ones are answered)
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    People are saying they go into wpolys. If you turn a 12-sided pipe that runs into the wall into a func_wall, the 12 polys that make up its exterior are still counted as "wpolys." the polycount goes down because of less surface-splitting, but the pipe is still counted among wpolys.

    Does that answer your question...? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • CandymanCandyman Join Date: 2002-11-02 Member: 5113Members
    Yes, it does. Thank you (hope you don't mind if I'll still try to check that on my own <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->)
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