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 > > > _______________________________________________ > 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