-R_speeds (deel 1)- |
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-R_speeds (part 1)- What are they? & How can I see them? |
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R_speeds (part 1), short introduction This tutorial will explain what R_speeds are and will form the base for part 2. This base helps to understand why certain methods work and will give you a more tangible view on (difficult) terms like w_polys. |
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R_speeds stands for 'render speeds'. So R_speeds has something to do with the speed some things are rendered. You'll probably understand that if things are renderd faster the game will pass off more smoothly. And that is exactly what R_speeds do. They give you information on how fast everything in your map is being rendered.
fps, the amount of frames that is being rendered per second. ms, the time in miliseconds that your computer needs to render a single frame on your screen. fps and ms represent how smooth the game is running. So it's good when your fps are high (40-60) and your ms is low (0-5). Because then a lot of frames are being rendered in very short time. w_polys and e_polys are both polygons, a polygon is a surface (the surface of a wall for example) W_polys come in all kind of shapes like triangles, squares, rectangles etc. E_polys are always triangles. Polygons influence the fps and ms. The more polygons that have to be rendered, the worse your fps and ms will be, and so the play-ability of your map.
The amount of polygons that HL has to render is determing the speed of the game play. In easy words: does HL see many polygons? then your map will lag. Does HL only see few? then you map wil pass of smooth an fast. So we want as few polygons in our map as possible. Especially the w_polys can cause bad fps and ms, e_polys cause lag but not as much as w_polys. |
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Summary What are R_speeds:
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Now you have an idea of what Polygons and R_speeds are, you probably want to see them. This is possible ingame.
You should know the meaning of this values. Try to keep the w_polys under 800 and the e_polys under 5000. Also try to predict where combat will take place, there you should pay special attention to keeping the w_polys low. If you don't have much w_polys somewhere in your map you can have some more e_polys there and vice versa. It's all about the balance. Now we want to see the actual polygons. Normally this can't be done in CS, because the following option has been disabled in multiplayer games. We will have to disable CS from being a multiplayer game. Just follow the instructions:
Every surface within the white lines is 1 w_poly. 'gl_wireframe 1' shows all the polygons that can be seen by you as player. 'gl_wireframe 2' shows beside that also all the polygons that HL has to render. So also polygons that you cannot see at all but where HL 'thinks' of you can. Typ 'gl_wireframe 0' to stop it.
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R_speeds (deel 1) - R_speeds (deel 2) |
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