iddevnet/quake4/Effects_Performance.html
Daniel Gibson 2c9f515b10 Added remaining missing images to Quake4 articles
Only guied_ansi.jpg and guied_symbol.jpg of
Adding_Fonts_to_use_in_Quake_4_GUIs are still missing
(and Doom3/skins_imp.png), but so far no one seems to have them
2021-04-23 02:02:47 +02:00

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<span class="anchor" id="line-1"></span><p class="line874">When creating effects, one needs to be aware of the performance hit on Quake4. Many things need to be balanced in a scene, from polygon count, textury memory useage, overdraw and physics/game code. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line874">The main things to be aware of are: <span class="anchor" id="line-4"></span><hr /><p class="line874"> <span class="anchor" id="line-5"></span>
<h2 id="head-420e8e00558abb3a7a7b390f3c342fb3a7a3127a">Segment count</h2>
<span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><p class="line874">Less segments are cheaper. Instead of 4 segments each with 10 particles, can you accomplish the same effect with 2 segments of 20 particles each? Every segment is a separate draw call to your video card and another set of particles for the game to process. Try unchecking segments of a complex effect and see if you notice a different. Many times a layered effect can have a segment or two removed that are just not noticeable within the big picture. <span class="anchor" id="line-8"></span><span class="anchor" id="line-9"></span><p class="line867">
<h2 id="head-2546098bdf1b336c7aa4933ad38da11c9ba16a27">Overdraw</h2>
<span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line862">Overdraw is how many layers of shaders are in a scene. This can be turned on with <strong>r_showoverdraw 1</strong> at the console or by going to <strong>View&gt;Show&gt;Show Overdraw</strong> in the <a href="./FXEditor.html">FXEditor</a>. The range of color represents the severity of overdraw. From least overdraw to most overdraw: <strong>Blue -&gt; Green -&gt; Yellow -&gt; Orange -&gt; Red -&gt; Purple</strong>. <span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span><p class="line867"><img class="attachment" src="./fx_overdraw_bad.jpg" title="attachment:fx_overdraw_bad.jpg" /> <span class="anchor" id="line-14"></span><span class="anchor" id="line-15"></span><p class="line867"><img class="attachment" src="./fx_overdraw_good.jpg" title="attachment:fx_overdraw_good.jpg" /> <span class="anchor" id="line-16"></span><span class="anchor" id="line-17"></span><p class="line867"><a href="./FXEditor_Tab_-_Sprite.html">Sprites</a> can be very expensive when viewed in a line like a rocket trail. In some cases you might want to try using <a href="./FXEditor_Tab_-_Sprite.html">line segments</a> instead of <a href="./FXEditor_Tab_-_Sprite.html">sprites</a>. Since they always rotate to face the user, they can have much less overdraw than <a href="./FXEditor_Tab_-_Sprite.html">sprites</a>. <span class="anchor" id="line-18"></span><span class="anchor" id="line-19"></span><p class="line867">
<h2 id="head-65cdf23e8fb9c2e135668e1daeff744d9166c91e">Physics</h2>
<span class="anchor" id="line-20"></span><span class="anchor" id="line-21"></span><p class="line874">Physics on segments is very, very expensive. If you must apply physics, consider applying it to only 1 of a few segments instead of all. An example of this would be if you have rock chunks fly out of a wall when shot. Make 2 rock chunk segments, one with physics and 3 particles and another without physics that has 9 particles. When the whole effect is played, seeing the 3 rock chunks bounce adds to the effect without being as expensive as 12 particles with physics. <span class="anchor" id="line-22"></span><span class="anchor" id="line-23"></span><p class="line867">
<h2 id="head-76c0789664393f14dcff02c112b870753d8501b9">Particle Count</h2>
<span class="anchor" id="line-24"></span><span class="anchor" id="line-25"></span><p class="line874">Try to lower the count on effects and see if it really makes the effect look that much worse. Lower counts is less overdraw and lower poly counts in a given scene. Try to use less (more opaque) images rather than stacking higher counts of images that are partially translucent. <span class="anchor" id="line-26"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Effects Performance (last edited 2005-11-08 23:41:16 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./MattVainio.html" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
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