Posted by Smo on January 24, 1998 at 09:03:10:
In Reply to: Re: Any refresh rate guidelines? posted by CogKing on January 23, 1998 at 18:15:53:
Thanks CogKing!
Here are some more....
Does the number of sectors effect the refresh rate? In your post you mention the number of visible surfaces...what if you took a square object, able to see 6 surfaces, then cleaved that object into many smaller objects but not unadjoining any new surfaces...so you could still see the original 6 surfaces. One big square made of many smalle ones. Would the refresh rate drop? I gather so because the 6 surfaces would be made up of many surfaces now...I guess what I am trying to say is...do the adjoined surfaces (all those that would be in the "space" of the square) need to be drawn? Will these invisible surfaces effect the refresh rate?
Also, you mentioned...
3) Textured translucent surfaces are expensive. Single color force field are way more efficient than textured force fields, for instance.
I used many windows in Rebel Frigate on the crosswalk thingy...I use a plain texture 00ramp4.mat....should I be using a different one? I think it is single color...I don't have them set as a forcefield, just translucent.
Oh, also you mention keeping cog effects local. How about the 00_slidecieling, and 00_playambient...and the like. I looked at canyon and don't see flags=0x240 set on these. Anyway, could they be more effiecient with the flag?
Thanks very much CogKing for all your help!