The difference is that while a multiplayer mod needs to load all of the
models and all of the weapons, it has a higher memory useage. Luckily I'm
working on a single player project so we have more direct control over what
is precashed and what isn't. So if there's a way to all for 1024x1024
texture then please don't hold back, i doubt we'd use them much but it would
nice to have that option available.

----- Original Message -----
From: Commando <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 17, 2002 8:24 PM
Subject: Re: [hlcoders] Config vars for improved graphics?


> At 07:53 PM 17/10/2002 +0100, you wrote:
> >Correct me if I'm getting confused but surely HL uses as much memory as
> >needed and considering the sort of spec machines around nowadays and the
> >capabilities of gfx cards then having several Mb of texture memory for
each
> >npc isn't such an issue. Or does the HL engine have internal limitations
> >that hold it back in regards to assigning memory usage?
>
> I don't think that HL has internal limitations that hold back it's memory
> usage, but no matter how powerful todays machines are, memory will be
> exhausted at some point.  Many computers today have 128-256 meg of memory
> and 32-64meg of memory on the graphics card.  The memory on the graphics
> card is not just being used by the textures, it is also being used by the
> models and maps and for all that graphics processing that the card
> does.  Using textures that are 1meg big can add up very quickly.  How many
> textures are used in the average map?  Don't forget player models,
> v_models, p_models & w_models for every weapon, map models, monsters,
> sprites, decals, etc.  That can quickly add up to 64 meg for textures
alone.
>
> Whatever the gfx card cannot handle, gets put in main memory, but that is
> limited too.  Depending on the map, our mod uses around 125meg of memory
> and we keep our textures as small as is reasonably possible.  DoD, CS and
> even HL are similar.  Add to that the memory being used by the OS and
> services running on your computer.  Right now, I only have a few programs
> open (not HL) and I am using 307 meg (damn windows wastage ;) ) of which
> 227 is not cached.
>
> So, if you use too much memory, you get delays as memory is swapped
between
> main memory and graphics memory, then if you use way too much, you start
> getting major lag when stuff starts swapping to your HD.  Not to mention
> how long it will take your level to load if all of your textures are 1meg
> (1024x1024).
>
> Also, like sluggo said, most models display at about 200 pixels in-game,
do
> detail above about 256 pixels is a bit of a waste.  The renders that your
> modelers do and you post on your web site will look great, but the players
> in-game will not be able to tell the difference.  So, you should still be
> budgeting everything in your mod and expending memory where it will make
> the most difference (ie the most used weapon, a common map texture) and
> saving wherever you can.  Today's machines have more memory, but it is not
> unlimited.
>
>
>
> Rob Prouse (Commando)
> Tour of Duty Mod
> http://www.tourofdutymod.com
>
>
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