Just wondering if someone can explain what the CL is when you have your fps showing.
Is it something to do with entities/lighting ? I realy am mystified as to why it shoots up sometimes, you know the one it goes:
WT #### WV #### cl <--------This is what I need to know
t #### v ####
The memory delays a certain amount of time to deliver the data requested by the CPU. This time is called CAS Latency or simply CL and is expressed in the number of clock cycles the memory will delay to give back the requested data. For example, a memory configured with a CL of 2 will delay two clock ticks to deliver the data, while a memory configured with a CL of 3 will delay three clock ticks to deliver the same data. So, a memory with a CL of 2 will be faster than a memory with a CL of 3.
"all the governments in the world are corrupt and in the hands of the Illuminati"
t is tris (or polies, depending on if you're a modeller or programmer) and v is vertices shown at that time i believe, mtex is how many patches are being shown (???).
lizardkid wrote:t is tris (or polies, depending on if you're a modeller or programmer) and v is vertices shown at that time i believe, mtex is how many patches are being shown (???).
Mtex i believe is to do with the textures (amount of etc) you are using.
It was the cl i was enquiring about as I know the rest.
Dont realy understand your answer Hogleg but thx, it seems that if you have no model set in options this cl number goes right down.
Thx.
cl is the lag time for your FPS, in other words how long ago that FPS was displayed. This isnt an exorbitant time, two ticks of a CPU is about .00005 of a second. or less. It's not a big thing, but it's nice to have.