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  1. #1
    Member DroneZke's Avatar
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    Lightbulb TUTORIAL r_speed introduction

    Disclaimer
    This information that iv collected from several sources and will included all source data at the bottom of the post

    R_Speed DroneZke.com
    Hidden-Mod.com

    ]\\ Introduction To R_speed //
    Tutorial //

    FPS
    OPTIMIZATION
    KeyWords// \\Definiition
    \|\ wPoly
    is number of texture polygons that engine draws for you, or in other words - the number of them game can see. Old computers start loosing fps at 600-800 wPolys usually, and about 1500 is critical for most of them. 800-1000 of maximum wPolys in "used areas" would allow old computers to run the map with "ok" fps. If you want make your map playable even on "slow" computers I suggest to keep in mind these numbers.
    \|\ EPoly
    is number of models polygons that engine draws for you. This has less affect on fps, which makes reasonable to make detailed objects with models. However, old computers loose fps when you go over ~10 000 ePoly. Also large models (file size), high polygon models and large sum of wPoly+ePoly requires a lot more memory and resources. So don't use too much high polygon models in a map and in one place, especially on multiplayer maps (there are already player models, hud, decals etc.)
    \|\Polygons (Texture polygons) - engine divides/cuts faces with textures into pieces (polygons). You can see these "pieces" with "gl_wireframe 2" in developer mode. The bigger polygons - the less wPolys engine draws and better it is for FPS. Very ofter engine makes "unnecessary" divides on faces. Controlling how texture polygons are divided/cut - the main way to decrease wPoly and improve FPS.
    \|\Model polygon - a face of a model, pretty much the same as texture polygon, but on a model. Basically you don't need to work on /improve models unless you are a model maker
    \|\Face in this article means side of a brush/model with a texture.
    Attached Images Attached Images
    Last edited by DroneZke; 04-05-2018 at 05:53 AM.
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  2. #2
    Member DroneZke's Avatar
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    How To Collect R_Speed Info on your map Build

    Collect R_Speed Information DroneZke.com
    Hidden-Mod.com
    *\\
    // Enter Dev Mode Via Console
    * //
    \\ DroneZke.com
    //Command \\Notes
    map *MapName*.bsp
    Loads Map With Dev Available
    r_speeds 1
    This command will activate wPoly and ePoly calculations.
    developer 1 This will bring r_speeds output from console to your ingame screen basically.
    gl_wireframe 2 Shows you how faces are split into polygons and how much engine draws them for specific areas.


    Breaking Down R_speed Numbers
    Hidden-Mod.com
    *\\
    //
    * //
    \\ DroneZke.com
    //Info \\Notes
    First let?s have a look at what r_speeds are. As the Glossary says, r_speed stands for Render Speed. The speed at which the game engine draws the frames you see to the screen. If you open the example map and bring up the console by typing ~ (tilde key) and then type r_speeds 1 you will be presented with 4 lines of numbers in the top left hand corner of the screen. If your Half-Life graphics options are set to use OpenGL, they should look something like this
    :

    0fps: the number of frames being drawn to the screen per second. The game should appear fluid at above about 25fps.
    0ms: the time in milliseconds that it takes to execute one game cycle (or the time taken to draw this frame).
    112 wpoly: the World Polygon count. This is the figure that people often talk about when they are describing r_speeds. This number is a result of the engine dividing the areas of the map that require a texture into polygons based on the scale of the texture to be rendered. It is not the number of brushes in the map.
    0 epoly is the Entity Polygon count, but not the entities you're thinking of. It is the number of Model polygons (xxx.mdl) being rendered. Visible point-based entities like monsters, suits, weapons, shell casings, gibs are all models. An item_suit, for example, will increase this figure to 960.
    Epolys do have an affect on the fps and ms counts, so keep this in mind when placing models, monsters and items. There are about 289 model types in the original Half-Life pak0.pak file. You can put any amount of non-visible entities, such as path_corners, trigger_xxx and multi_managers in in your map and the epoly count (and the wpoly count) will not be affected but you might get Entity overflow errors. Actually there are limits to the amounts of Brushes 2084, and the number of entities 500, and exceeding these will give you errors.


    Tips and Tricks
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    *\\
    //
    * //
    \\ DroneZke.com
    //Action \\Notes
    Sky texture

    is one of the few textures that doesn?t require Scaling. You will get the same wpoly count using SKY texture with a Scale X:1 and Y: 1 as you would with X: 10[BR] and <PROP>Y:[/BR] 10. The only brush that affects the r_speeds when sky is rendered is any other visible textured brush in the map. So if you had a massive box as in the example map and added sky to the walls and the ceiling and added a light_environment then compiled it, you should get a wpoly count based on the scale of the floor texture. (12 wpoly in the example map because the walls are textured at X: 10 Y: 10.)
    It is important to understand the boundaries of your map. Building a huge skybox around it is not a good idea, because the engine will render texture on brushes underneath your map, and on the sides even though you will never see them. This will increase r_speeds. I use the "build the map add the sky technique" and end up filling in the gaps. This method basically caps off the sides of the

    map, and then adds the top.
    Use Skybox to close off large areas that func_wall wouldn't work
    Brush Contact


    If a brush that is textured touches another brush that is textured, the engine carves up one of the brushes into additional world polygons to correctly display the texture. This increases the wpoly count.


    You can work around this in two ways. First is to leave a 1 unit gap between the brushes, although there are areas where this isn't possible. The second way is to turn one of the brushes into a func_wall entity (actually any entity that will render texture). An entity brush that touches a solid textured brush will not affect the way the solid brush is rendered, and this is why it is recommended that you use entity brushes for light fittings, and small objects. Don't forget that the entity brush will increase the wpoly count, because it is a textured brush, so try to have the light texture at or above Scale X:1Y:1 or build the brush to fit the scale of the light texture.
    Entity Brushes also have an effect on the white lines in gl_wireframe view. It looks as though the entity brush is blocking the lines behind it, that might lead you to believe that the engine isn't rendering textures or brushes behind the entity brush. The truth is that Entity brushes dont block VIS, just the same as light will shine through them. Zoners Compile tools came up with a fix for this, but it doesn't change the property of the entity brush, as far as the engine is concerned it is see through and everything behind the entity brush will be rendered wether you can see it or not. SlayerA and I discovered this in a little test map with an arm chair behind a func_wall and an armchair in the other same sized and textured room. When the map ran, it looked like a blank wall, but the r_speeds were similar in both rooms. The engine was rendering both chairs, but we could only see one.

    [NEW INFO:]If you stand behind a func_xxx entity in a map and have gl_wireframe 2 selected and look through the brush, it will look as though the wireframe lines have disapeared from view, this optical illusion indicates that those brushes are not being rendered, but the truth is that they are. The gl_wireframe method of indicating which brushes are being rendered and which are not is only a guide. Don't be tricked into thinking that if the lines disapear, then everything is Ok. It might be that you are looking through a func_xxx entity brush. Consider this when you read about VIS Blocker below, and remember that entity brushes do not block visability.
    Ok now this is sad i really didnt know this was a thing
    Clipping, Carving and more VM
    If you build 4 cubes and piece them together to build a square, Select all of them, add texture and they will be rendered as 1 cube. Reduction in wpoly count, you bet. However you have to apply the texture to the blocks when they are all selected (Grouped). The reason the blocks don't act as 4 seperate cubes is because you have textured them together. This is where good texture Scaling and placement comes in. So if you can, Select the seperate brushes and texture them as one, why can't you do that with brushes that touch each other? Because the cube becomes a solid for rendering purposes and the unseen areas are stripped out, where as the touching brushes form a "T" junction and require rendering differently.
    Lot's of tutorials tell you not to Clip or Carve solids because it increases r_speeds, I haven't found any evidence of that unless the clipping is on a plane that is not square. So the trick is to stick to VM. If you are going to Carve, just be mindful that there can be problems. Test carving until you get used to it, try carving and then run the map to see if there have been any changes. Avoid carving with anything other than solid blocks.
    What have we learned?
    r_speeds increase in direct proportion to the amount of solid textured brushes in your map and their interaction with other solid visible textured brushes. The Scale of the texture drawn on those brushes can increase or decrease the wpoly count. Models, such as Monsters, other players, gib's and anything ending in ".mdl" will increase the epoly count. High epoly counts (above about 10,000) will increase overall r_speeds and refresh rates creating Lag. Entities that are not models do not affect the epoly count unless they are textured.
    If you?re having trouble, run your map in OpenGL with r_speeds 1 and gl_wireframe 2 selected. Areas of high r_speeds will be visible then by the amount of white gl_wireframe lines and High woply counts as you move around. Initial Design can save you some hassle but don?t get too hung up on some of the old myths. It is basically all about Texture Scale and Visible brushes.......
    When you first start out mapping running a map without a leak is almots impossable so u used to box all my maps and not even try lol how stupid but my maps all sucked back then ...i do rember finding ppl where coming into my server when i was off and they hadfound a way in the box so one side was the outer wall of the map and the other box i didnt even know about skybox's yet so it was dark and i used the carve a lot so it was ugly but u know what they would do play hide n seak LOL



    Source Locations Special thanks to all u guys

    The Whole Half-Life (www.TWHL.info) Some of the ideas to reduce FPS/R_speed
    spr1n.kz Some of the ideas to reduce FPS/R_speed
    Last edited by DroneZke; 04-05-2018 at 07:12 AM.
    R-SRC.com

    ===========================================
    still under construction but here you can download mapping tools and files prop models or just learn about editing the game

    over 400 props being sorted and uploaded

    Keyboard Resource


    DroneZke.com
    M
    Y MAPPING HOMEPAGE
    ===========================================



 

 

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