wich of these ways are most fps friendly
So, i've been thinking of this for quite some time now.
Lets say i've made some mountains like this http://i.imgur.com/KZqST.jpg
Now if i wanna make a ground, how should i make it. I mean there are two ways of doing it and i wanna know wich one would be the most friendly for the fps.
This one http://i.imgur.com/LVYGA.jpg
or
This one http://i.imgur.com/8jqhZ.jpg
This may be a bad exempel since these ( http://i.imgur.com/FLZpS.jpg ) vertexes arent that far away from each other, there are times when its a bit more extreme and the edges are pretty far away from each other. But atleast you get the idea.
the first one is better, the second one is the same thing, if you align the textures correctly, if not, it will raise the r_speeds.
For more info about r_speeds/fps read this http://twhl.info/tutorial.php?id=38
The textures are alligned correctly, i just wondered wether its better to use one large brush that covers everything or a dozen small one that "fits" the geometry.
Lets make it even more extreme just for the fun. Just so you get my point.
This one http://i.imgur.com/avTIE.jpg
or
This one http://i.imgur.com/pPlbc.jpg
If the excess parts of that floor are "outside" the map, they will be automatically removed when the map is compiled. Use "noclip" in game, to convince yourself.
So if this is the case the first picture is better, because is faster to do.
If the excess floor is not outside the map, you should do it as in the second picture.
The game brakes the floor/walls based on the texture. So if you texture your map this way http://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?97415 the compiler will understand that all the small blocks, that makes together the floor, forms a large block, and it will brake that large block in smaller polygons.
If the textures are not aligned properly, the compiler will break each block that forms the floor, into smaller blocks, causing more things to be "drawn" in-game, resulting in a higher wpoly and lower fps.
Here's a example on kz_dojo:
The floor on the start:
https://lh3.googleusercontent.com/-ronHJZ_J9mg/T9LU8cYL8iI/AAAAAAAAB-Y/NNPvGMF_EZg/s0/Untitled.jpg
And the same floor seen from the outside:
https://lh3.googleusercontent.com/-DYot_z0z2VY/T9LU9eFTVII/AAAAAAAAB-c/2u_L7qd9H4k/s0/dj2.jpg
As you see there is a total mess outside, but everything will be erased by the compiler, so no point of doing extra work for nothing.
I see. Thank you very much FuZzy :)
using 1-5 brushes for the ground is okay and usually doesnt impact fps at all. so your example http://i.imgur.com/pPlbc.jpg is fine for use
Using a lot more brushes may force compilers to create a lot more additional polygons on the ground (especially with misaligned textures as FuZzy1 mentioned). It really depends on the case, sometimes its just the same, you could compile both your first examples and run them in developer mode
console:
map [mapname]
gl_wireframe 2
developer 1
r_speeds 1
also some more detailed info about polygons and fps available in my article: http://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?259563
cheers
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