I'm currently making a tourney map for Quake 1 (and a slightly modified qw version) and since I'm coming from an idtech3 background I'd like to know how many details I can put into my map. So what's a sane limit for q1/qw r_speeds (if there's such a thing)?
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max r_speeds for q1/qw maps?
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r_speeds 1 does indeed exist in Q1 and it gives you a count of both entity polys and world polys rendered per frame, as well as the time required to render the frame. I'm pretty certain that the entity polys count in GLQuake at least is incorrect though, but obviously for mapping purposes that's something that you don't have too much control over.
Any guides that are out there would be relevant to 1996/1997 class PCs, so are probably worthless. The best approach would be to take a machine that's reasonably representative of the minimum spec you want to target, turn on r_speeds 1 and see what kind of results you get in a few maps. Note that in GLQuake class engines there is nothing to technically prevent poly counts from being quite high (up to the limit supported by the BSP format in most engines).IT LIVES! http://directq.blogspot.com/
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Originally posted by metchsteekle View Postthere is such a thing i believe (from reading at func_) but im not sure how to use it..or what its is...or anything
func will know
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links removedLast edited by Baker; 10-14-2009, 02:55 AM.
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^^ That spam is more creative than normal.
I never seen a spammer that quoted another post. It's cute.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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