Read the other post for more details, why would this effect one system of a
higher spec 1.1Ghz 512Mb Ram with the same gfx card but not a far slower
one?


----- Original Message -----
From: Miguel Aleman <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 12, 2002 12:11 AM
Subject: Re: [hlcoders] triApi speed problems


> On some videocards, Quads are extremely slow due to the way they are
> calculated. Use triangle strips instead of quads when possible (like in a
> particle engine).
>
> ----- Original Message -----
> From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, May 11, 2002 6:03 PM
> Subject: Re: [hlcoders] triApi speed problems
>
>
> > Just a comment from me. I'm the prioject leader, this is the particle
> system
> > kindly donated to us by friends in Hostile Intent. Just the engine mind
> you,
> > not the implementation. The effect ISN'T consistant. On a PIII 350 with
> GF2
> > MX it runs fine, yet on some other systems ( mine in particular) which
is
> a
> > higher spec and the same gfx card and drivers the frame frate drops by
> about
> > 50fps when a single one of these explosions occours. At first it use to
> > occour even when the blast couldn't be seen but we've gotten around then
> so
> > that while there's a slight drop it hardly noticeable. This suggested to
> us
> > that it' wasn't graphics related since the effect wasn't on screen and
> > wasn't even in the same leaf or the rendering pipeline.
> >
> > But the point is that we need to know if it's a duff particle engine
which
> > isn't properly handling the effect when blending occours or if the
> functions
> > are being called quite right.
> >
> > Any hints or suggests are most welcome not matter how small, we've done
as
> > much as we're aware of to avoid this serious frame rate issue.
> >
> >
> > ----- Original Message -----
> > From: Frazee <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Sunday, May 12, 2002 12:00 AM
> > Subject: [hlcoders] triApi speed problems
> >
> >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I have a particle system for my mod, which is really quite nice.
Problem
> > > is, as soon as multiple particles start blending it slows down. For
> > > instance, with explosions I have cut it down to 5 particles (yeah, 10
> > > polys). But that is still slow on some systems. Not to mention when
you
> > > combine explosions. I have optimized it all I can, and decided to come
> > > to you guys. One thing I didn't try is 2 triangles rather than the
quad.
> > > if that will help I will try. Can you just tell me how to get the most
> > > juice out of this thing? Thanks.
> > > --
> > >
> > > _______________________________________________
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> ple
> > ase visit:
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> > >
> > >
> >
> > _______________________________________________
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> please visit:
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> >
> >
>
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