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. > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > ple > > ase visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders