Dario D.
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- Joined
- Nov 30, 2004
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I've noticed that you could have a scene that's considered mouse-sized on any other engine, but it slows to a CPU-dependant CRAWL on the Source engine, no matter what video card you have.
I would like to know *what it is* that makes source so CPU-hungry.
There are scenes in Unreal Engine 2 with 200,000 polygons and 1024x1024 textures that run 3x as fast as even a tiny scene in Source with only 20,000.
I don't understand what takes the CPU. It's not like the physics objects are simulatng while they're idle.
I'd like to know What CAUSES It in the hopes of making maps that are larger and faster-running on a wider range of CPU's.
Thanks... if anyone knows exactly why.
I would like to know *what it is* that makes source so CPU-hungry.
There are scenes in Unreal Engine 2 with 200,000 polygons and 1024x1024 textures that run 3x as fast as even a tiny scene in Source with only 20,000.
I don't understand what takes the CPU. It's not like the physics objects are simulatng while they're idle.
I'd like to know What CAUSES It in the hopes of making maps that are larger and faster-running on a wider range of CPU's.
Thanks... if anyone knows exactly why.