Author Topic: explain vertex buffer/stencil treshold...  (Read 818 times)

lordmyth

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explain vertex buffer/stencil treshold...
« on: December 26, 2004, 01:38:31 pm »
Can someone explain vertex buffer/stencil treshold/load all maps/stream buffer?

Kramy

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« Reply #1 on: December 26, 2004, 11:13:41 pm »
Don\'t know.
Don\'t know.
Don\'t know.
Sound is sent to your speakers through your sound card as electronic signals. A buffer is basically a delay in sending that data. A 1 second buffer, for example, would delay the sound coming out of your speakers until 1 second after it \"actually happened\". If your computer hangs for 800ms due to your antivirus though, it still has time to process more sound data and catch up, so you don\'t get an 800ms jolt in the sound.

On slow computers, for quite a few games their background music goes crackly while loading maps. This is an example - the buffer is empty and there\'s nothing to send to the speakers, because your processor is busy loading other stuff instead of processing sound data.

Don\'t set the buffer to 1 second. :D

Seytra

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« Reply #2 on: December 27, 2004, 03:36:47 am »
\"Load all maps\" causes the client to load every map (area) of the game into memory on startup. This will get rid of loading times while playing, but it will greatly increase memory usage (to about 1.4 GB, as mentioned in other threads) and initial loading time.

ProPuke

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Better late than never..
« Reply #3 on: January 07, 2005, 03:39:59 pm »
#Vertex Buffer Object
Vertex buffering is an OpenGL feature that stores mesh data internally rather than requireing the program to send it across the gl pipeline each time it is drawn. No reason you should have it off unless it causes problems for some bizarre reason (which it won\'t)

#Stencil Threshold
I presume this corresponds to the gl stencil buffer range. It\'s probally just used for shadow projection, higher values may mean more accurate shadows over complex geometry or several overlapping shadows. But I\'m not 100% sure

#Load all maps
Self explanitory I think. Load all the seperate maps @ once @ the start, taking more memory & initial time but should mean no further loading of maps throughout the game

#Stream buffer
Kramy explained it well, it\'s how many seconds to store ahead in advance to avoid jolting (like personal cd player skip protection) But be aware that anything played will lag behind by that amount. a smallish value should be suitable
« Last Edit: January 07, 2005, 03:57:07 pm by ProPuke »
ProPuke!