What's "r_speed"?

What's "r_speed"?

Hammer Mapping — Page [1]
Sushi

2009 Nov 13 • 364
Is it bad when it's high on maps?
 
 
 
2009 Dec 2 at 00:33 UTC — Ed. 2009 Dec 2 at 00:33 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Sushi said:
Is it bad when it's high on maps?


Yes, but it depends on what you mean with "high". I think most of todays computer should be able to handle 800-1000 wpolys without much problem. But of course, the lower the better.

Also: http://twhl.co.za/tutorial.php?id=38


QUACK! QUACK!
 
 
 
2009 Dec 2 at 01:11 UTC
Sushi

2009 Nov 13 • 364
Like high numbers.
Well, someone said my map is messed up because I have high wpoly and epoly.
What's the download?
 
 
 
2009 Dec 2 at 01:26 UTC — Ed. 2009 Dec 2 at 01:32 UTC
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
r_speed is your rendering speed. The game engine draws the world polygons you see and the ones it thinks you might see. The world polygons are the amount of polygons in your sight [they don't have to be drawn by the engine] by the total number of world polygons. Your entity polygons are everything from players and weapons to any sprites or models you put in your map. High r_speed puts more stress on your system and increases lag [with the idea that you have a 'perfect' internet connection]. In the places where most of the action takes place you want 200-300 r-speed, atleast that is ideal but even lower end systems can handle about 600 r_speed. The problem is that the more players you have the more entities you have and that can significantly reduce performance and increase r_speed. I also forgot to mention that high r_speeds are a combination of the world polygons that the engine is drawing and the entities that the engine is producing. All that without a single indentation.
 
 
 
2009 Dec 5 at 06:27 UTC
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