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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.
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2009 Dec 5 at 06:27 UTC
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