by randall » Feb 27, 2001 @ 8:06pm
The flames are nothing more than a decoration. Removing them will produce only an incremental increase in FPS.<br><br>I keep saying this- the real FPS killer is the number Polys. Pixels have nothing to do with it: there are a FIXED number of pixels that are drawn in every frame. The routines and algorithms that figure out the placments, distortion and visibility of each surface are what slow the engine down. The more polys, the more the routines are called, the more math involved, the slower the rendering.<br><br>THOSE routines should be looked at and optimised first and foremost. I believe Dan is working on that avenue.<br><br>I know for a fact that more polys are drawn than necessary. Polys that we cannot possibly see, but QVIS decided to include them "just in case".<br><br>note: QVIS is one of the three map compilers for Quake-based engines. It helps the engine determine which surfaces the player "sees".<br><br>On the tiny screen of a pocket PC, there are also polys that are drawn that are less than 1 pixel. LESS THAN 1 PIXEL! Yes, that is a wasted routine call. What we see on the screen is only a tiny amount of what the engine actually draws. Try using "r_speeds 1" and you will see the number of polys and epolys the engine is drawing in real-time.<br><br>We know Polys work in this manner- walk up to a wall and watch the FPS skyrocket. Staring straight at a wall close-up generates an easy 15 FPS. Because it is drawing only a couple Polys. Back up and the FOV (field of view) increases the number of polys the player "sees", and the FPS drops to 2.1. <br><br>Yeah, this message was long a boring. Sorry 'bout that, but I keep seeing things on this board about "pixels", "light" and "sound"- all of which don't do diddly compared to the algorithm that manipulates the polys.<br><br>