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Topic Starter Topic: What are reasonable r_speeds?

Grunt
Grunt
Joined: 06 Dec 2009
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PostPosted: 02-19-2011 01:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well, yeah the topics says it all. :dork:
(Given it's 2011 and people have better computers now than when Q3 was realeased.)




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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 02-19-2011 02:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


I always try to keep it below 20k.



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This is not Æon!
This is not Æon!
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PostPosted: 02-19-2011 02:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


Trinity goes to somewhere above 30k in some places.



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Grunt
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PostPosted: 02-19-2011 03:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


What number are you guys referring to?
What are the maximum visible shaders in your maps?
I've noticed that can be a significant fps factor

Could be cool if people posted some screenshots with speeds and fps included and maybe a bit about their system here :idea:




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This is not Æon!
This is not Æon!
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PostPosted: 02-19-2011 12:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


Image

I don't have the level any more, but I think this was some 1M triangles.



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Insane Quaker
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PostPosted: 02-19-2011 02:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


In these days it is normal (my opinion) r_speeds about 30k. Even on my old unstable and dust-covered PC it was playable level (that with 30k).

Hipshot - was it playable? :D




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Insane Quaker
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PostPosted: 02-19-2011 02:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


I think the limit to r_speeds should be about as high as Focal Point in QL, unless you are building a terrain map, in which case you can`t help the fact that the map essentially has to be boxed because the terrain is detail brush...



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Warrior
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PostPosted: 02-20-2011 09:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


You should also take into consideration how well the map performs with the recommended number of players for that map. You could have a map that averages 10k tris for 1v1 or 8-16 players. When the map is actually at full capacity, the overdraw from smoke and blood, plus all of the characters and weapon models may drastically affect fps.




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I'm the dude!
I'm the dude!
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PostPosted: 02-20-2011 10:18 PM           Profile Send private message  E-mail  Edit post Reply with quote


r_speeds are just part of the overall picture so it should never be the definitive figure to judge performance. That will always be FPS. If you can get reasonably stable FPS on a 4 year old computer, I think you are good for your target audience for Q3.



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Grunt
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PostPosted: 02-21-2011 01:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
r_speeds are just part of the overall picture so it should never be the definitive figure to judge performance. That will always be FPS. If you can get reasonably stable FPS on a 4 year old computer, I think you are good for your target audience for Q3.


Assuming that most people still have 4 year old computers, yes. But I don't think that's the case.

What are reasonable FPS? 100? (And don't say 24 because that doesn't allow for precision aiming :P )

Anyway, r_speeds should be a better measure, because r_speeds + info of system => FPS.




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This is not Æon!
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PostPosted: 02-21-2011 03:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think you should aim for having a stable 125 FPS, never lower.



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surfaceparm nomarks
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PostPosted: 02-21-2011 07:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


The reason for aiming for 125 fps is the dependency of quake 3 movement of the fps count. IIRC there are a few fps numbers that "work" for q3. However, higher numbers increase jump height or something like that... The most important thing is having consistant fps because inconsistent fps -> inconsistent movement.



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Cool #9
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PostPosted: 02-21-2011 08:01 AM           Profile   Send private message  E-mail  Edit post Reply with quote


IIRC 333fps is even better. And with todays quad core set ups... why not? ;)




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This is not Æon!
This is not Æon!
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PostPosted: 02-21-2011 08:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


333 is more or less unplayable. It lags from high FPS.



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Elite
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PostPosted: 02-21-2011 09:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Keep in mind there's a difference between FPS and SV_FPS which is what you guys are talking about, in relation to player movement, etc. FPS is just the video card crunching the scene, SV_FPS is how often the actual entire game cycle is updated per second.




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Cool #9
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PostPosted: 02-21-2011 11:22 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Not sure if my explanation is entirely correct, but as I understood it, Quake 3 updates the game state for each rendered frame. Whatever the explanation, the fact is that the amount of frames rendered by the videocard has influence on the game's physics.




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The Afflicted
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PostPosted: 04-09-2011 02:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


To add another thing to the topic's title "r_speeds". You can usually count 800 additional tris for each bot/player that is added, don't forget about that. Especially if you're aiming for a 16 people ctf this tends to get important no matter how fast the system Q3 is running on might be. ;)



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Immortal
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PostPosted: 04-09-2011 02:47 PM           Profile   Send private message  E-mail  Edit post Reply with quote


stop bumping all the old threads o_o




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The Afflicted
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PostPosted: 04-09-2011 04:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Dammit, so it's been bumping after all, sorry man. Should have just been the normal "back for 1 day once every two months and quickly commenting everything that has happened so far", but that might have gone too far this time. I just saw that it's been 15 topics or something or so, that looks indeed :dork: So that's already it for the next few weeks again, I'm off into other real-life obligations.
Sorry again.



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