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From: "Brent Giosta" <bGiosta@ix.netcom.com>
To: <ml@qoole.com>
Subject: Re: bsp times
Date: Sat, 8 Nov 1997 21:05:59 -0600
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Status: RO

 The more memory you have, the faster BSPing will go, especially on large
levels.  If you dont have a lot of memory, you will do a LOT of disk
swapping.  For example, One one medium sized level when I had 16 MB, QBSP
took about 14 hours, but with 64, it dropped to an hour (!).

Vis doesn't use nearly as much memory and doesn't make much of a difference
on memory--it just uses a ton of CPU power.

-----Original Message-----
From: CyniC <CyniC@jps.net>
To: ml@qoole.com <ml@qoole.com>
Date: Saturday, November 08, 1997 4:26 PM
Subject: Re: bsp times



>
>
>> >my estimate is about 12 hours for a
>> >medium-sized map on a fast Pentium with 32 megs RAM.
>>
>> 12 hours huh? I got you beat by a long shot. Actually the map I've been
>> working on is pretty big and has a numerous amount of desks and cubicle
>> wall (its an office building) I would say its between 4 and 5 thousand
>> faces, so if theres anyone out there whos making big maps like this...BE
>> PREPARED. Without having even added lights the map took 3 days 16 hours
and
>> 45 minutes, just to bsp, nothing else. Given, my map is pretty huge, you
>> should still be prepared for the worst. I ran the bsp on a 133 with 16
ram
>> in my office here.
>
>Let me rephrase: my estimate is about 12 hours for a medium-sized
>"Quake-friendly" map on a fast Pentium with 32 megs RAM. :)
>
>My most-close-to-complete map was a QuakeRally map. 4096x4096, all open
space,
>with a ton of road in the air and rolling around on the hills.
>
>I never even bothered to vis it :)
>
>Quake hates open spaces :( I think I'll go build my own 3D engine, like
Quake
>but better, faster, more open-space friendly, and more advanced. And I'll
do it
>in a weekend. I'll need some help... any takers? Coders, maybe? I can write
>main(), and hit the compile button... :)
>
>Be thankful for Quake2's vis/no vis variable. Something like that, but you
>apply it to some detail brushes and vis skips over it. Like all the stuff
in an
>office building filled with half-height cubicle walls :)
>
>-CyniC
>
>


