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Occlusion Culling


ghostrider
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ghostrider

Possibly a mailbag question but I thought I'd post it in the beta forums cause it causes more problems in 1.31 then 1.30

I know this trees FPS drop has been a pain the *** for you guys. In another thread several people mentioned the low poly/low detail of the trees in 1.31 right now, and GOPHUR mentioned that the ability to exclude invisible objects from rendering (occlusion culling) doesn't exist in this game. I'm guessing this is the primary issue when it comes to the FPS drop while looking at forests through binocs or scopes. People's computers are rendering the whole forests even though just the first few trees are visible.

My question is; why does the game engine not support occlusion culling and are there plans in the future to add this feature?

I thought Unity3D supported occlusion; am i under a false impression?

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If you are talking about the Unity3D found at unity3d.com it's a completely different animal that CRS's Unity Engine. Yes they know about it.

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Possibly a mailbag question but I thought I'd post it in the beta forums cause it causes more problems in 1.31 then 1.30

I know this trees FPS drop has been a pain the *** for you guys. In another thread several people mentioned the low poly/low detail of the trees in 1.31 right now, and GOPHUR mentioned that the ability to exclude invisible objects from rendering (occlusion culling) doesn't exist in this game. I'm guessing this is the primary issue when it comes to the FPS drop while looking at forests through binocs or scopes. People's computers are rendering the whole forests even though just the first few trees are visible.

My question is; why does the game engine not support occlusion culling and are there plans in the future to add this feature?

I thought Unity3D supported occlusion; am i under a false impression?

Occlusion culling might not be a very good idea in a game like BGE.

The reason being that occlusion culling means that you don´t draw (and hence do not have colliders either) on things you don´t see.

That means a world of issues when you have indirect fire (like mortars, grenades, etc.). Imagine someone hiding behind a crate on the other side of a wall. Due to occlusion culling you might not render the crate (as it is hidden from your view) but you will of course render the EI and the wall. You send of a mortar round, it lands between the wall and the crate - EI dies (although he was in fact hidden).

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We cannot comment on the future and this type of feature because it is an unknown. Is it desirable ? Well yeah. Are there downsides and issues ? Certainly there are. Either way, anything we say today will be totally irrelevent when the future rolls around and changes everything. We don't have it right now. We don't know if we will in the future or not.

PS: It's not a bug and that's what this forum is really for, at this late and super busy point in time.

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^^ Bingo.

It's also of no value when there is a significant ability to alter height in game. Standing on a hill over looking town or flying.

Still, it is something we would like to put in our toolbox.

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