WTF?! Polys through the roof!!

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Cicero

New Member
I'm working on a level at my work.. poly counts are fine, well below 100.. I bring it home, and all of a sudden the poly counts are triple! What the heck is going on here? I've rebuilt several times, tried tweaking the video settings, everything. Only difference between the two machines is the work machine has a V3 3000 and the home machine has a GeForce. Should that even matter? Help!
 

Wanderer

New Member
Jul 7, 2000
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We are talking about the poly count from "stat fps" right?

Hmm... wonder if Glide is playing a role in this. I doubt it but it's a possible cause. Try playing in software on the GeForce and see what happens to the poly count.
 

Cicero

New Member
I'm not sure what was wrong.. I had to delete about 25% of the brushes in the map, all in one area, and suddenly the polys go down again. It was very strange, I'd see things like poly counts > 100 even when I was facing a blank wall. I've been able to re-create most of the missing area, and everything's running fine now.

I seem to remember this happening once before, but not to this degree. Does this happen with UnrealEd sometimes, where a map will get a "bad" brush or set of brushes in it that screw up the map that badly?

Thanks.
 

Jenkins

America's Greatest Kitten Mitten
Apr 24, 2000
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Irving, Tx, USA
jljenkins.cjb.net
I don't see why it should matter.

bullet2.gif

Jenkins
 

Wanderer

New Member
Jul 7, 2000
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It's odd and I've never come across anything like it. Every brush (excluding transparent, invisible, and masked textures) should hide other polys. So when you're up against a wall, that's all that should be rendered. But this is just wierd. If you get the chance send me the map.