Ns Is A New Mod, But...

DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
edited November 2002 in Mapping Forum
<div class="IPBDescription">r_speeds and w_polys and frame rate,ohmy</div> Curious... I know the limit for software rendering is 800 wpolys, and most mapping guides recommend you don't really exceed 400 for MP maps - however, NS is a nice new mod, requiring some 200 megs of downloading, and I would have *thought* we could get away with a hell of a lot higher nowadays.
Are these figures realistic for today's machines?
Is there some sort of enormous performance hit in the Q2 engine once we hit these numbers?
Or are there still P2/133 owners out there with 4 meg voodoo cards playing this mod?

After seeing Doom 3's 150,000 polys/frame, 400 seems limited :-)

Comments

  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    If I remember correctly, the mapping faq suggests having a max of 700, using 500 for the most-travelled areas, and an average of around 600. And yes, there are still people using slow machines to play NS with, like me and my measly 400MHz comp. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SLip1SLip1 Join Date: 2002-11-05 Member: 7093Members
    Yeah, my computer doesn't play NS the best.. Still playable and fun, just doesn't run as smooth as other mods. Doom 3 would murder my computer.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    edited November 2002
    "Or are there still P2/133 owners out there with 4 meg voodoo cards playing this mod? "

    Yup, judging by the amount of "help, my FPS sucks!" posts in tech support forum..

    Thing is, I reckon most of these ain't down to the r-speeds, the maps themselves are ( imo ) well designed and lovely to look at, I think it's the number of models on screen once a base has been constructed etc that are causing a lot of these problems.It all takes a fair bit more power than the original HL game required..even if you take the latest version of CS, that would be almost unplayable on the minimum specs for HL..minimum specs are just that..minimum.

    Oddly, I'd thought it would be particle systems etc that would kill my weak PC's framerate, but they seem to make almost no difference..

    Doom3? I'd be lucky to get one frame every half hour...:/
  • DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
    Well.... ok then. I'll be good. *grins*


    There is a definite art in keeping r_speeds down - but keeping e_polys down is just as important - shame... the high detail models that came with blue shift (?) were gorgeous <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->


    Given what I've seen tho, epoly count tends to put wpoly count to shame... and epoly is cpu bound (cept on a t&L card) and wpoly is fill rate bound.

    Anyways.

    Uh.

    Yeah. Damn you and your P2! *shakes fist* <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Being that NS doesn't support software mode at the momment it's very tempting to give those particular guidelines the old heave-ho. Particularly with my map's current excessive w_polys....
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    actualy though, The actual ENGINE has its own limits. If you read through the SDK documentation the engine doesn't like much higher then 800 and if you feed it more no matter WHAT powerhouse system you have it will still choke up... But truely a GOOD mapper can make an amazing amount of detail by planning their map out to make use of nodes, so no extreamly long halls and such, since doors don't block vis. no massive rooms. The thing about NS is that how the gameplay is you SHOULD be making your maps with alot of cramped areas that can't let you see to far, this lets you pack the detail and increase the gameplay!
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Bitmap knows his stuff.

    Its sad but true, the HL Engine (based on the Q2 engine) just can't handle more than 800 wpolys. It just can't. And besides that, as you can see, not everyone has a brand-new computer with a GeForce card. Even my year-old 850MHz machine has a craptacular ATI video card, and hiccups with NS. However, I think including software-mode support to NS, IMO, is unneccessary. <i>Nobody</i> is without a video card that won't run HL these days, and bringing NS to spec with software-mode might do more harm than good.
  • FatKaoFatKao Join Date: 2002-11-03 Member: 6385Members
    Actually HL was baied on the Quake1 engine, but there is almost no quake1 code left.

    But to keep your maps friendly low poly counts give your map a better chance of getting in rotations, no one will want to play the "laggy" map. Also too many textures in one map and HL tends to slow down a bit, I forget where it starts to go or if it even an issue in NS.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    DAMMITALL!!!

    I knew that, but someone else said Quake2 and it stuck in my head. Yeah, the HL engine is a heavily modified Quake engine. I knew that.

    Really.

    But its too late now, now I look like a n00b <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    Think of HL as a modified Q1.5 engine, they started with quake one (we all remeber how bad that was ( brought it to about quake too, redid the lighting (Which i love still to this day) and made a best selling game.


    Now lets hope they don't try to make another best seller and just try to make another good game... then we'll all be set.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    *Resists the urge to enter the Quake/Quake2 debate*

    To say that the HL engine simply doesn't like wpolys of over 800 is a bit of an exaggeration. If you are running in software mode, the engine stops drawing any more polygons after 800, but in OpenGL mode you can go as high as you like. This doesn't mean you can make things as detailed as you like, though. The engine is still very dated and not optimised for current technology, so there is still a cut-off point where it will run slowly no matter what your system is...but this is more like around 1500-2500 wpolys. However, with respect to NS, wpolys should be kept below 800 so software users don't suffer (assuming they ever get to play the game), and because of the intense amount of epolys flying about.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    I have an Amd Duron 1000mhz 383 mb RAM, a tnt2 and i get from 15 to 70 fps........ So i dont really count on that poly thingie........
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    <!--QuoteBegin--DjArcas+Nov 11 2002, 04:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DjArcas @ Nov 11 2002, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->After seeing Doom 3's 150,000 polys/frame, 400 seems limited :-)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    im pretty sure doom3 counts their polys a bit differently...
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