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What are reasonable r_speeds?
Posted: Sat Feb 19, 2011 9:57 am
by Chretien
Well, yeah the topics says it all.
(Given it's 2011 and people have better computers now than when Q3 was realeased.)
Re: What are reasonable r_speeds?
Posted: Sat Feb 19, 2011 10:07 am
by cityy
I always try to keep it below 20k.
Re: What are reasonable r_speeds?
Posted: Sat Feb 19, 2011 10:50 am
by Hipshot
Trinity goes to somewhere above 30k in some places.
Re: What are reasonable r_speeds?
Posted: Sat Feb 19, 2011 11:45 am
by Chretien
What number are you guys referring to?
What are the maximum visible shaders in your maps?
I've noticed that can be a significant fps factor
Could be cool if people posted some screenshots with speeds and fps included and maybe a bit about their system here

Re: What are reasonable r_speeds?
Posted: Sat Feb 19, 2011 8:36 pm
by Hipshot
I don't have the level any more, but I think this was some 1M triangles.
Re: What are reasonable r_speeds?
Posted: Sat Feb 19, 2011 10:19 pm
by Noruen
In these days it is normal (my opinion) r_speeds about 30k. Even on my old unstable and dust-covered PC it was playable level (that with 30k).
Hipshot - was it playable?

Re: What are reasonable r_speeds?
Posted: Sat Feb 19, 2011 10:28 pm
by EmeraldTiger
I think the limit to r_speeds should be about as high as Focal Point in QL, unless you are building a terrain map, in which case you can`t help the fact that the map essentially has to be boxed because the terrain is detail brush...
Re: What are reasonable r_speeds?
Posted: Sun Feb 20, 2011 5:57 pm
by Quack
You should also take into consideration how well the map performs with the recommended number of players for that map. You could have a map that averages 10k tris for 1v1 or 8-16 players. When the map is actually at full capacity, the overdraw from smoke and blood, plus all of the characters and weapon models may drastically affect fps.
Re: What are reasonable r_speeds?
Posted: Mon Feb 21, 2011 6:18 am
by obsidian
r_speeds are just part of the overall picture so it should never be the definitive figure to judge performance. That will always be FPS. If you can get reasonably stable FPS on a 4 year old computer, I think you are good for your target audience for Q3.
Re: What are reasonable r_speeds?
Posted: Mon Feb 21, 2011 9:32 am
by Chretien
obsidian wrote:r_speeds are just part of the overall picture so it should never be the definitive figure to judge performance. That will always be FPS. If you can get reasonably stable FPS on a 4 year old computer, I think you are good for your target audience for Q3.
Assuming that most people still have 4 year old computers, yes. But I don't think that's the case.
What are reasonable FPS? 100? (And don't say 24 because that doesn't allow for precision aiming :P )
Anyway, r_speeds should be a better measure, because r_speeds + info of system => FPS.
Re: What are reasonable r_speeds?
Posted: Mon Feb 21, 2011 11:35 am
by Hipshot
I think you should aim for having a stable 125 FPS, never lower.
Re: What are reasonable r_speeds?
Posted: Mon Feb 21, 2011 3:01 pm
by cityy
The reason for aiming for 125 fps is the dependency of quake 3 movement of the fps count. IIRC there are a few fps numbers that "work" for q3. However, higher numbers increase jump height or something like that... The most important thing is having consistant fps because inconsistent fps

inconsistent movement.
Re: What are reasonable r_speeds?
Posted: Mon Feb 21, 2011 4:01 pm
by Eraser
IIRC 333fps is even better. And with todays quad core set ups... why not?

Re: What are reasonable r_speeds?
Posted: Mon Feb 21, 2011 4:05 pm
by Hipshot
333 is more or less unplayable. It lags from high FPS.
Re: What are reasonable r_speeds?
Posted: Mon Feb 21, 2011 5:26 pm
by mrd
Keep in mind there's a difference between FPS and SV_FPS which is what you guys are talking about, in relation to player movement, etc. FPS is just the video card crunching the scene, SV_FPS is how often the actual entire game cycle is updated per second.
Re: What are reasonable r_speeds?
Posted: Tue Feb 22, 2011 7:22 am
by Eraser
Not sure if my explanation is entirely correct, but as I understood it, Quake 3 updates the game state for each rendered frame. Whatever the explanation, the fact is that the amount of frames rendered by the videocard has influence on the game's physics.
Re: What are reasonable r_speeds?
Posted: Sat Apr 09, 2011 10:29 pm
by monaster
To add another thing to the topic's title "r_speeds". You can usually count 800 additional tris for each bot/player that is added, don't forget about that. Especially if you're aiming for a 16 people ctf this tends to get important no matter how fast the system Q3 is running on might be.

Re: What are reasonable r_speeds?
Posted: Sat Apr 09, 2011 10:47 pm
by Silicone_Milk
stop bumping all the old threads o_o
Re: What are reasonable r_speeds?
Posted: Sun Apr 10, 2011 12:02 am
by monaster
Dammit, so it's been bumping after all, sorry man. Should have just been the normal "back for 1 day once every two months and quickly commenting everything that has happened so far", but that might have gone too far this time. I just saw that it's been 15 topics or something or so, that looks indeed

So that's already it for the next few weeks again, I'm off into other real-life obligations.
Sorry again.