How about some more information about the frame rates of the slower system.
Does it run over 50fps with the particles on screen?

----- Original Message -----
From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, May 11, 2002 6:11 PM
Subject: Re: [hlcoders] triApi speed problems


> Read the other post for more details, why would this effect one system of
a
> higher spec 1.1Ghz 512Mb Ram with the same gfx card but not a far slower
> one?
>
>
> ----- Original Message -----
> From: Miguel Aleman <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, May 12, 2002 12:11 AM
> Subject: Re: [hlcoders] triApi speed problems
>
>
> > On some videocards, Quads are extremely slow due to the way they are
> > calculated. Use triangle strips instead of quads when possible (like in
a
> > particle engine).
> >
> > ----- Original Message -----
> > From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Saturday, May 11, 2002 6:03 PM
> > Subject: Re: [hlcoders] triApi speed problems
> >
> >
> > > Just a comment from me. I'm the prioject leader, this is the particle
> > system
> > > kindly donated to us by friends in Hostile Intent. Just the engine
mind
> > you,
> > > not the implementation. The effect ISN'T consistant. On a PIII 350
with
> > GF2
> > > MX it runs fine, yet on some other systems ( mine in particular) which
> is
> > a
> > > higher spec and the same gfx card and drivers the frame frate drops by
> > about
> > > 50fps when a single one of these explosions occours. At first it use
to
> > > occour even when the blast couldn't be seen but we've gotten around
then
> > so
> > > that while there's a slight drop it hardly noticeable. This suggested
to
> > us
> > > that it' wasn't graphics related since the effect wasn't on screen and
> > > wasn't even in the same leaf or the rendering pipeline.
> > >
> > > But the point is that we need to know if it's a duff particle engine
> which
> > > isn't properly handling the effect when blending occours or if the
> > functions
> > > are being called quite right.
> > >
> > > Any hints or suggests are most welcome not matter how small, we've
done
> as
> > > much as we're aware of to avoid this serious frame rate issue.
> > >
> > >
> > > ----- Original Message -----
> > > From: Frazee <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Sunday, May 12, 2002 12:00 AM
> > > Subject: [hlcoders] triApi speed problems
> > >
> > >
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > I have a particle system for my mod, which is really quite nice.
> Problem
> > > > is, as soon as multiple particles start blending it slows down. For
> > > > instance, with explosions I have cut it down to 5 particles (yeah,
10
> > > > polys). But that is still slow on some systems. Not to mention when
> you
> > > > combine explosions. I have optimized it all I can, and decided to
come
> > > > to you guys. One thing I didn't try is 2 triangles rather than the
> quad.
> > > > if that will help I will try. Can you just tell me how to get the
most
> > > > juice out of this thing? Thanks.
> > > > --
> > > >
> > > > _______________________________________________
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> > > >
> > > >
> > >
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> >
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>
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