Firebinder's Half-Life Pages

 

Conclusions
  1. Texture Scale applied to large objects - The effect on r-speeds is dramatic. Increasing texture scale to greater than 1.00 is beneficial to r-speeds. Decreasing texture scale to less than 1.00 is harmful to r-speeds.

  2. Texture Scale applied to small objects - Texture scale can be reduced to much less than 1.00 without effecting r-speeds, providing that the texture can still cover the brush face with a single tile. This allows greater detail to be visable on the small objects.

  3. Texture Alignment - Misaligned textures look terrible, but they don't seem to effect r-speeds.

  4. Mitered Joints - Contrary to commonly offered advice, this technique had no effect on r-speeds at all.

  5. Brush Contact - Leaving a small gap between brushes does indeed reduce r-speeds some. Not a lot, but it definitely helps.

  6. Func_Wall - When two brushes are in contact it does help r-speeds to make one of them a Func_Wall. The more complex the brush is, the greater the effect. This must be done with care, however; Func_Wall entities do not block vis, so they should never be applied to something being used as a view block - or else it could actually increase the r-speeds!

  7. Epoly - Each 1 wpoly is worth about 12 epoly. On the assumption that my PC is close to the least powerful that one might be playing Half-Life on, and given the observation that serious problems start to occur when FPS gets down to about 7, I would propose a formula for calculating maximum acceptable overall r-speeds:
    (12 * wpoly) + epoly should not exceed 10,000
    By they way - remember that the animation for the player's hands and gun is worth about 900 epoly by itself.

  8. More on Texture Scales - Reducing texture scale effects FPS much more adversely than it does WPOLY. On the other hand, small textures at a scale of 1.00 don't effect either FPS or wpoly any differently than a large texture at 1.00, even though they might have to tile many more times to cover a surface.

  9. Floors an Ceilings in a Round Room - In Rounded rooms the floors and ceilings should be fit inside the walls. Placing these brushes above/below the walls will cause increased wpoly.

  10. Texture Scale on Small Objects - FPS is not effected by reduced texture scales if the texture does not have to tile to cover the face (although textures should never be scaled to less than 0.10 or it will cause compile errors). Conversely, increasing texture scale provides no benefit to FPS or WPOLY if it makes the texture larger than the face it is covering.

 

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