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| 1. TEXTURE SCALE ON LARGE OBJECTS | ||||||||||||||||||||||
This
experiment consists of simply altering the scale
attribute for the textures applied to each interior
surface of the test chamber, then checking the r-speeds
on the resulting map.
The results illustrate that each time a texture must replicate itself (tile) to cover a given brush surface is essentially another polygon, and it adds to the WPOLY value. The effect is geometric - halving the scale actually increases the total number of World Polys by up to a factor of 4.
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| 2. TEXTURE SCALE ON SMALL OBJECTS | ||||||||||||||
For
this experiment I added a small box on the floor of the
room. The box was 12x12x12, and covered with the
C1A0_LABFLRD texture. For this test I varied the texture
scale only on the box. The texture scales on the rest of
the test chamber were set to 1.00 .
Although the texture scale was reduced to .10 it had no effect on r-speeds. You may note that the WPOLY numbers now appear as a range. The box blocks the view of some of the polygons in the room so that they do not need to be rendered (and don't add to WPOLY). The number of polys blocked depends on where you stand in the room. Remember that for most discussions of r-speeds, it is the high number that matters.
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| 3. TEXTURE ALIGNMENT | ||||||||||||||
For
this experiment I shifted all textures by 32 on both X
and Y, deliberately misaligning all of them. Then I
checked the r-speeds. The box in the previous experiment
was removed.
No effect on r-speeds at all. Apparently the only thing wrong with misaligned textures is that they look bad.
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| 4. MITERED BRUSH JOINTS | |||||||||||||||||||||||||||||||
For
this experiment I used the Vertex Alignment to adjust all
of the joints between brushes so that they were
"mitered" as shown here:
Supposedly
this reduces the number of brush faces and thus improves
WPOLY.
As you can see, it didn't seem to make any difference at all. Ah - but what about corners that face the other way? For this used two brushes to form a corner that faced the oposite way, first using a butt joint (below left), then using a mitered joint (below right). Both brushes were kept 1 unit away from the other brushes in the room.
The
results:
Again, no effect at all. Mitered joints appear to be a lot of work for no return in terms of R-speeds.
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| 5 . BRUSH CONTACT | ||||||||||||||
A
suggestion for reducing r-speeds I've seen at several
sites is to move any detail brushes (buttons, posters,
furnishings, etc.) so that they separated from other
brushes by 1 unit. Basically make them float out of
direct contact with all other brushes. To test this I
created a box 64x64x64, covered it with the C1A0_LABFLRD
texture, and placed it on the floor of the Test Chamber.
then I tested the r-speeds with the box in direct contact
with the floor, and again with the box floating 1 unit
above the floor.
How about that, it works! About a 10% improvement.
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