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Posted: Mon Mar 22, 2004 3:31 pm
by blue60007
jv_map wrote:I guess that's right about the vis_derived option, but -fast vis doesn't just skip all vising (I know I've said it did before :oops: ).

The compiler combines the vis leafnodes in your map in vis clusters, and using -fast vis the compiler only checks visibility between those clusters. I found that in some cases, this can still lead to considerable fps savings with a compile time of only a few minutes (and a visdatasize of 1.6 MB) :)
yep :oops: , I was thinking of making leaks...

I'm doing that right now, with a few man vis areas, since the vis compiler virtually draws everything execpt for farplane culling of course. Right now fps is 30-60 with full vis, now I'm going to see what is like doing -fast. The man vis I did are in high traffic areas with 40 fps so I thought I'd spruce it up a bit. THose areas with 30 are mostly not in the main drag so I'm not worried about it...

Posted: Mon Mar 22, 2004 4:08 pm
by jv_map
Well making leaks is always a bad idea... better just skip the vis compile completely.

Posted: Mon Mar 22, 2004 6:10 pm
by blue60007
Yeah, now that I know I can do -fast I'll be doing that from now on.

Also is an average of 30-60 fps on a 64mb vid card with the highest possible settings good?

Posted: Mon Mar 22, 2004 6:14 pm
by jv_map
blue60007 wrote:Also is an average of 30-60 fps on a 64mb vid card with the highest possible settings good?
Yup that's pretty decent I think. Better yet look at the triangle rates (wt value at the bottom of your screen). Anything below 15000 is excellent :)

Posted: Mon Mar 22, 2004 8:01 pm
by blue60007
some areas hit 30,000 but some go down to 5,000 so an average around 20,000 so thats not to bad