R_speeds

Reaver_PrydeReaver_Pryde Join Date: 2002-05-11 Member: 599Members
<div class="IPBDescription">Just as a means of comparison...</div>I hope this isn't too off topic, but here goes.

I remember Ken mentioning to me that r_speeds (the number of polygons in a player's field of vision I think?) for NS are at about 750. By comparison, the r_speeds for TFC on some maps run around 1000.
What I'm wondering is what the r_speeds on graphically high end games like, say, Max Payne or RTCW might be. Anyone know?

Reaver

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Right. Technically, we aren't supposed to go above 700 in any area, and should stay around 500 max in busy areas. And yep, it's basically just what you said there, the number of (level based) polygons that the game engine can see at once. Sometimes it can even see around corners to an extent, so it can get kinda tricky.

    Anyways, <i>some</i> official TFC maps can get in excess of 1000 in a couple areas. They stay nice and low for the most part, but I was using that as an example of just how low-end-user friendly NS is. Not to mention it (in my opinion) comes out looking better than most anything else out there, despite the strict guidelines.

    R_Speeds are really only a quake-engine-based games thing. Other games have their ways of measuring polys and such, but you'll only hear the term "r_speeds" from a quake engine game. Personally, I have no idea what kind of polys those other games get, but I'm sure someone does.

    Quake 3 measures its polys in r_speeds, and while I can't remember the average number... I know I was shocked to hear how much higher it is than the average HL map. I mean... <b>really</b> high. Merkaba knows (I think), so hopefully he'll find this thread.



    <!--EDIT|ken20banks|May 18 2002,13:55-->
  • Reaver_PrydeReaver_Pryde Join Date: 2002-05-11 Member: 599Members
    You're always there for me, Ken. : )

    Reaver
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    As far as I remember, (I only spent a few days exploring Q3 mapping), r_speeds should be kept around 7000 in Quake3, and peak at around 12,000.

    Bear in mind though that Q3 calculates its r_speeds VERY differently to Halflife. Halflife's r_speeds is measured in polygons, whereas Q3 measures in 'tris', ie, triangles. Each polygon is split up into triangles and so a simple square face in Halflife would result in 1 poly, but in Q3, would result in 2.

    This does not mean that Q3s rendering isnt as effecient as Halflifes - quite the opposite. Although halflife only measures r_speeds by faces, the faces are STILL split up into polygons by the graphics card and so what the game is actually drawing is more than what it shown. As a result, Halflifes r_speed measurement is very vague, and explains why some areas run better than others when they both have the same r_speeds.

    Q3's r_speeds also takes into account different texture passes on special effects textures. For example, a texture with 1 special effect on it would need to be drawn twice, and so would generate twice as many r_speeds. Looking through glass also means that all the faces seen through the glass have to be rendered twice.

    It also takes into account all text on screen (each character is 2 polys), and the HUD items.

    So when you think about it, although Q3 boasts r_speeds capable of over 10,000 and still running acceptably, it isn't as impressive as it seems when you take into account that the 10,000 figure includes many various screen artefacts which HL doesn't.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Ok then, that makes it sound a lot more believable. Makes much more sense now, thanks for the explanation! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Reaver_PrydeReaver_Pryde Join Date: 2002-05-11 Member: 599Members
    *bows down before superior knowledge of game jargon*

    Reaver
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    and r_speeds don't include other player and entity models, just the maps.  the actual models are e_poly and they can get high into the thousands for half-life and probably several tens of thousands for quake 3.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    I learn something new every day...
  • EdoEdo Join Date: 2002-05-13 Member: 606Members
    makes me feel confident in Mons knowledge of games  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Great explanations.

    The key to remember here: NS is meant to be easily accessed by existing HL players.  This means that if you run HL acceptably, you will probably be able to run NS acceptably.  The r_speeds in NS are sometimes a little higher then Counter-strike, but generally they are very comparable.  If you can run CS, you should be able to run NS.

    The r_speeds can be a bit higher in commander mode, but we decided that your frame rate can be a little slower there, because reflexes don't matter quite as much as they do when you're on the ground.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    If you check out the Mapping Forum FAQ, there's a link that explains how Hint brushes work. The Hint brush explanation will tell what the engine is deciding to draw, and why it seems to look around corners a lot of times.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    /me wonders if Mole actually read the entire thread

    <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Yes, yes I did. And since ken mentioned that:

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Sometimes it can even see around corners to an extent, so it can get kinda tricky.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    and no one mentioned or explained those vis triangle things (I'd like to see someone explain them without pictures anywho) I just thought that Reaver might like some bit of slightly obscure trivia to read about. Besides, it answers anyone who might have been wondering why/how the engine draws stuff that you can't -actually- see.
  • Reaver_PrydeReaver_Pryde Join Date: 2002-05-11 Member: 599Members
    And don't think I don't appreciate it either, Moleculor...

    THE MOLECULAR MAN!!!

    Ever see that SNL? Conan O'Brien... funny stuff...

    Reaver
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Yeah, the link basically explains why you need severe turns in long hallways.

    And no, never saw the skit.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    OMG, that skit is one of my faves.
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