R_speeds
Kalopsia
Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
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<div class="IPBDescription">Tell Me All About Them</div> Can i get all those experienced mappers to list causes for high r_speeds, and also ways to preventing them.
1) big open areas cause higher r_speeds
2) block entities joining through each other. Make them look clean.
What else ?
1) big open areas cause higher r_speeds
2) block entities joining through each other. Make them look clean.
What else ?
Comments
2, Bad mapping
If you can see lots of brushes / faces, you'll get high r_speeds. So that means big rooms, detail, and so on.
Same deal with epolys, the more entity polys you see on screen the higher they are.
The best way is probbly to read some good tutorials.
Got some here for you:
1) <a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=26' target='_blank'>http://countermap.counter-strike.net/Tutor...orial.php?id=26</a>
2) <a href='http://www.slackiller.com/tutorials/tutorials/r_speeds.htm' target='_blank'>http://www.slackiller.com/tutorials/tutori...ls/r_speeds.htm</a>
3) <a href='http://www.cryotank.net/maps/tutorials/rspeeds2.html' target='_blank'>http://www.cryotank.net/maps/tutorials/rspeeds2.html</a> (This is for Quake 2. But since HL was built on this engine, most of the tips will help)
And 3D-Mike found a method how to use 240x240 brushes to reduce r_speeds. I didnt find it tho. It lies somewhere on the counter-strike forum..
2) <a href='http://www.slackiller.com/tutorials/tutorials/r_speeds.htm' target='_blank'>http://www.slackiller.com/tutorials/tutori...ls/r_speeds.htm</a>
3) <a href='http://www.cryotank.net/maps/tutorials/rspeeds2.html' target='_blank'>http://www.cryotank.net/maps/tutorials/rspeeds2.html</a> (This is for Quake 2. But since HL was built on this engine, most of the tips will help) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
thanks for those links, i have seen and read one before and the rest i will read when i get home from school. Also another thing, i have heard of a HINT texture, what does this do ?
The idea is balancing the textures and architecture to give a detailed appearance that's not too heavy on the r_speeds. I've still not got the hang of this myself, but i'm getting there.
Also, a point i neglected to mention. Resizing textures down (50% of the original, and so on) also affects performance, so think about this when you're texturing.
i use msn which is ozbirdboy@hotmail.com
thanks