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i'd like to take a poll

by pushplay on 05/23/2002 05:37, 8 messages, last message: 05/28/2002 12:45, 1140 views, last view: 04/27/2024 12:17

How high does everyone feel the wqd can get on a map before it seriously affects their gameplay?

I'm working on a nice pleasant outdoor map, but I'm going to need to seriously limit my detail to do what I want, and I want to know by how much. Personally I can get up to 6000 before it becomes a problem.

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#1: that depends...

by Aardappel on 05/23/2002 12:54

on who you want the map to run well. A map with constant wqd 6000 will run very slow for people on tnt/tnt2 class machines. "aard3" for example hardly goes over 1000, and runs well on even a p200/voodoo2 machine.

if you want people to run your map well, keep this in mind:

0-2000: runs great on any machine
2000-4000: bearable for most people, but lower fps for some
4000-6000: will chug on low end machines, needs p600+ geforce1 to run decently.
6000+: unless your maps looks totally amazing, you are probably constructing it wrong. read the editing docs and try to design your map with some more occluders in mind, and understand the effect of geometric mipmapping throroughly (use "showmip" to see how your map is subdivided and optimise it). If you want an efficient map in cube, you can't just place geometry/textures randomly, you have to work with ^2 grid boundaries well.

mind you, someone on a slow machine can run some 6000+ maps as 4000+ by setting "minlod 25" for example, but this is a really annoying solution for players, and a good map shouldn't need this.

Also, the important figure to look at is wvt (world vertices) since it denotes speed of the map more accurelately, though usually it is related to wqd (world quads) very deterministically (by a ratio of about 2.5 I think).

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#2: again acused of not understanding the engine

by pushplay on 05/23/2002 23:35, refers to #1

The thing about wvt is that I haven't really paid attention to it, so I don't remember what a good range for it is.

The issue with that map is that I had a rather large heightfield that I really want to keep, and a large body of water. I had my water wubdiv at 2, but setting it at 16 takes the wqd back to ~3000, which is managable.

I still want to know what everyone else thinks about their wqd range though. Does anyone still actually have a voodoo2 card?

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#3: Re: again acused of not understanding the engine

by captmellow on 05/24/2002 09:02, refers to #2

yes, my celeron 366 + voodoo2 actually ran Jedi Outcast all the way through to Desan's demise.

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#4: Re: again acused of not understanding the engine

by pushplay on 05/24/2002 09:54, refers to #3

Ok, then at what point does the gameplay sufffer?

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#5: Re: again acused of not understanding the engine

by Shockie on 05/25/2002 16:28, refers to #4

i have a voodoo 2 (i made a voodoo doll)

i not have a gf2

like i say, couldnt sell the voodoo, so i made it into holes, and stuff

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#6: Ouch, my TNT2 Ultra

by jsHcKv2 on 05/26/2002 17:24

6000? Ouch.

I was getting used to actually playing Cube online at 1024x768 with a 56K dial-up connection.

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#7: Re: Ouch, my TNT2 Ultra

by pushplay on 05/26/2002 23:29, refers to #6

6000 is just while playing. When I'm mapping I can get up to 20000wqd, but that's with ocull on of course.

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#8: on a voodoo doll?

by Shockie on 05/28/2002 12:45

is that on ur voodoo doll?

what horse power ur puter (lol)???

ram?

os?

cpu type??

etc

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