(Given it's 2011 and people have better computers now than when Q3 was realeased.)
What are reasonable r_speeds?
What are reasonable r_speeds?
Well, yeah the topics says it all.  
 
(Given it's 2011 and people have better computers now than when Q3 was realeased.)
			
			
									
						
										
						(Given it's 2011 and people have better computers now than when Q3 was realeased.)
Re: What are reasonable r_speeds?
I always try to keep it below 20k.
			
			
									
						
							www.ferdinandlist.de/leveldesign
			
						Re: What are reasonable r_speeds?
Trinity goes to somewhere above 30k in some places.
			
			
									
						
							Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
			
						Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: What are reasonable r_speeds?
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
			
			
									
						
										
						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
Re: What are reasonable r_speeds?

I don't have the level any more, but I think this was some 1M triangles.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
			
						Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: What are reasonable r_speeds?
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?
			
			
									
						
										
						Hipshot - was it playable?
- 
				EmeraldTiger
 - Posts: 392
 - Joined: Fri Sep 17, 2010 1:53 am
 
Re: What are reasonable r_speeds?
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...
			
			
									
						
							[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
			
						http://emeraldproductions.weebly.com/index.html
Re: What are reasonable r_speeds?
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.
			
			
									
						
										
						Re: What are reasonable r_speeds?
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.
			
			
									
						
							[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
			
						Re: What are reasonable r_speeds?
Assuming that most people still have 4 year old computers, yes. But I don't think that's the case.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.
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.
Re: What are reasonable r_speeds?
I think you should aim for having a stable 125 FPS, never lower.
			
			
									
						
							Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
			
						Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: What are reasonable r_speeds?
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.
			
			
									
						
							www.ferdinandlist.de/leveldesign
			
						Re: What are reasonable r_speeds?
IIRC 333fps is even better. And with todays quad core set ups... why not? 
			
			
									
						
										
						Re: What are reasonable r_speeds?
333 is more or less unplayable. It lags from high FPS.
			
			
									
						
							Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
			
						Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: What are reasonable r_speeds?
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.
			
			
									
						
										
						Re: What are reasonable r_speeds?
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.
			
			
									
						
										
						Re: What are reasonable r_speeds?
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.  
			
			
									
						
							If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron. 
-Lee Trevino, golfer who actually has been struck by lightning.
			
						-Lee Trevino, golfer who actually has been struck by lightning.
- 
				Silicone_Milk
 - Posts: 2237
 - Joined: Sat Mar 12, 2005 10:49 pm
 
Re: What are reasonable r_speeds?
stop bumping all the old threads o_o
			
			
									
						
										
						Re: What are reasonable r_speeds?
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 
 So that's already it for the next few weeks again, I'm off into other real-life obligations.
Sorry again.
			
			
									
						
							Sorry again.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron. 
-Lee Trevino, golfer who actually has been struck by lightning.
			
						-Lee Trevino, golfer who actually has been struck by lightning.