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checking FPS ?


Takeoffyouhoser

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I wouldnt turn it off tho keep it on I always keep mine on

 

and I say 60 because thats my avrade fps so what you need to do is create a box with ntn in it and make that your MAX FPS then play a game eg. FFA_Imperial and take that will be you avrage you need to take your max so you know how the map is going to run

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Why would you use fps counter to measure the proformence of your map?

 

Hint ::: You wouldn't...

 

Every machine is going to preform differently. So using FPS is generally a bad idea...

 

r_speeds is much much better.

This shows you how many triangles are being drawn at any one time. This will give you a much better idea of how your map should preform.

 

Taken from the Quake3 manual...

 

Show me the Triangles

Showtris draws a white line around each triangle used to create the world when it is a part of a map’s potential

viewable set (PVS). This is especially effective tool, since it shows the triangle outlines of map areas that are

being “seen” by the engine, which are not always just the ones that the player sees.

Depending on your video card, this may work well, or it may not. For some (like the Matrox cards, it comes

with a huge performance hit).

 

The Need for (R_) Speeds

This output is one of the more valuable reports you can get on a map. The numbers show you the numbers that

can tell you what kind of real visual costs you are encounter. Combined with other commands that turn features

like entities, curves, and multi-pass texturing on and off, you can get a realistic idea of where you’re having

problems.

 

Here’s what those cryptic numbers mean.

When r_speeds = 1, the numbers read as follows (where the # sign equals a number)

# / # shaders/surfs # leafs # verts # / # tris #.## mtex #.## dc

# / # shaders/surfs is the number of shaders in view, followec by the number of surfaces in view.

# leafs is how many leaf nodes are potentially visible.

# verts is how many vertexes are in view

# / # tris is the number of trangles drawn by the renderer in a single pass single pass followed by the number of

triangles drawn by the renderer with all passes. These are the numbers that are most often implied when

someone talks about “r_speeds.” If the r_ext_multitexture variable is off, the numbers will reflect a more accurate

accounting of the real triangle count (see multi-pass texturing section below).

# .## mtex #.## dc [definition under construction]

 

Frame Rate

There is a tendency for rate of frame display to become a sort of god (or at least a “greatest good”) for some

players. Their quality of play, whether real or psychological, revolves around how fast their computer is flipping

through screen updates. Everything else, to them, is throw away. While the design and complexity of a map can

affect this, so can many features that are outside of the designer’s control. For that reason, frame rate is not a

particularly good way to judge the quality of your map.

The “cg_drawfps 1” command gives you instantaneous frame rate readout.

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again I don't remember the correct numbers, but I do remember getting my chops busted by Paul Jayqay at the 2001 QuakeCon, for going over 7k, when he went through and did some community map reviews...:)

 

Oh yeah I also found out my stairs were jacked up and creating twice as many pollies as they should be.../boggle...:)

 

 

But yeah newer hardware can handle higher Rspeeds, but if your shooting for system specs on the box you should try to hit a lower mard. Also it helps to add a note to your read me what type of system should expect to run your map...

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