r_slowness and related are a series of cvars introduced by leilei. Here's what they do:
r_slowness\
r_slowness_cpu\
r_slowness_gpu\
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should roughly fake the speed of the MHz you set CPU to (based on p2 performance, default is 300) GPU is much looser and is based on mhz (like 93-96 for Voodoo2) and also scales the slowness by screen resolution. There's even a synthetic bottleneck. It won't be practical for play, but may be useful for content production (like for realizing the critical performance choke points in the maps - oa_spirit3 has a BAD one thanks to the portal in the water, for example)\
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What it really is, is just a sleep command called every finished backend buffer determined by a bunch of division on numbers of vertices, indices, surface count, etc... It's much better for nailing low performance that com_maxfps can't reach.\
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Currently no way to simulate texture thrashing (r_slowness_vram would be such a cvar, notably R_SumOfUsedImages does not function at all - and would have been great for doing this)
Such useful feature for development should be platform-agnostic, since it currently works only in Windows. How can this be achieved?
r_slowness and related are a series of cvars introduced by leilei. Here's what they do:
Such useful feature for development should be platform-agnostic, since it currently works only in Windows. How can this be achieved?