FPS

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
Guest

FPS

Post by Guest »

ok, I know FPS differs from computer to computer, but is there something that will be the same on all computers that i can use to judge how smooth or laggy my map will be? tex? rspeeds? etc.?

If so, when is that number considered bad? or what number should I try to stay under to keep my map running smooth?

thnx guys!


P.S. How do you turn on developer mode?
[KreatoR]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

Post by [KreatoR] »

BTW, that was me, the forum doesnt log me in automaticly... dunno why :roll: :x
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

mtex counter is most important, though it depends on resolution. When comparing mtexes, you must use the same resolution. Try to keep the mtex count under 20 in 1024 * 768.

Type 'developer 1' to go in developer mode.
Image
[KreatoR]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

Post by [KreatoR] »

Whats all those other things? d# t# v#? wt# wv#?

Isnt there a way to add a command to the shortcut of MOH, and it will always start in dev mode? something like: C:\program files\MOHAA\mohaa.exe +developer

or somethin like that :?
User avatar
General Death
Moderator
Posts: 1116
Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:

Post by General Death »

C:\program files\MOHAA\mohaa.exe +set developer 1
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

t = amount of visible triangles
v = amount of visible vertices
wt = amount of visible world triangles
wv = amount visible world vertices
Image
[KreatoR]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

Post by [KreatoR] »

jv_map wrote:mtex counter is most important, though it depends on resolution. When comparing mtexes, you must use the same resolution. Try to keep the mtex count under 20 in 1024 * 768.

Type 'developer 1' to go in developer mode.
So thats what you guys use judge wether or not the map will play smoothly? And that is a global thing?... I mean, as long people are using the same resolution, they will get the same mtex# on thier comp no matter what thier specs are?
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Everyone should get the same mtex, except for those who don't have a multi-texture vid card but those are very rare nowadays.

For comparing fps to a map I just compare the actual fps counter to those of an original map. This is because a lot of other factors such as a script can have a devastating impact on the frame rate.
Image
CH4NDL3R
Private
Posts: 2
Joined: Wed Nov 27, 2002 2:51 pm
Location: France
Contact:

Post by CH4NDL3R »

I think Mtex is the "weight" in Mbytes of the textures rendered in the scene so it can be a good indicator to know the memory load of your graphics card.
(and sure ~20 is a good value)
Post Reply