SunBurN Posted June 4, 2002 Share Posted June 4, 2002 I'm doing some final testing for my map (in response to blinded thread I never did figure out that problem and had to revert to slightly earlier version which so far is working fine) and I want to test the frame rate and see if there are any significant slow down areas or choppy areas. I don't remember the command(s) to do this. If someone could help me out that would be great. Thanks, SunBurN:) Link to comment Share on other sites More sharing options...
Gif Posted June 4, 2002 Share Posted June 4, 2002 first open the console by hitting shift+~ then type in cg_drawfps hope that helps. Link to comment Share on other sites More sharing options...
SunBurN Posted June 4, 2002 Author Share Posted June 4, 2002 Yes that does..thanks! I was reading about another one called something like vis_r or something like that which is supposed only draw the areas you need to see in the game...or something like that. Anyway Thanks again. Link to comment Share on other sites More sharing options...
SunBurN Posted June 4, 2002 Author Share Posted June 4, 2002 Ok, this is what I was looking for: "r_speeds reflect the number of surfaces, shaders and triangles (and a few other things) being drawn by the engine at any one moment in time. The number to be most concerned about is the triangle count (tris). In devmode on any map, type the console command r_speeds 1 A string of numbers will begin scrolling by... the one that you're most concerned about is the number directly before "tris." In single player, always try to keep that number below 20,000 after you add NPCs. Remember that each NPC can add as many as 3000 tris depending on their distance from the player. In duel maps, keep the number below 14,000 if you want to be player-friendly (i.e. most people can play your map without lag) In FFA maps, keep the large open areas below 10,000 if at all possible. Smaller corridors can go a little higher, but never more than 12,000 in any area of the map. You can accomplish this by the intelligent use of hint brushes" I found this on Richdiesal's Kamino thread. Thanks inadvertantly Rich! SunBurN Link to comment Share on other sites More sharing options...
RichDiesal Posted June 5, 2002 Share Posted June 5, 2002 Link to comment Share on other sites More sharing options...
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