Make r_slowness platform-agnostic.
NeonKnightOA opened this issue · 2 comments
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
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)
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.
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?
Just a side note: IIRC, to use it at the moment, the value to be selected is "4"...
i plan to rip this misfeature out.