While still having the shadow from the sun lamp. I have around objects close together. I was trying to optimize this and loading physics only close to the player while having the graphics still visible. Properly set-up LODs can also massively help cover large distances with better performance overall. Can you set up an occlusion culling for indiviual object? If I move too fast in-game, the frame rate goes down for a moment. This is the view frustum culling working for you — it does not matter if that object exists or not.
Hit Z to view wireframe. You will see a huge leap in frame rate, since almost nothing is being Rasterized. On my system the Rasterizer step drops to 5ms. It will be slow again. Notice that it is back to the original slowness. The frame rate is back down to its original, slow rate. There are situations where occlusion culling will not bring any benefit: If the occluders are small and do not hide many objects. In that case, occlusion culling is just dragging your CPU down.
If the occluders are large but hides simple objects. In that case, you are better off sending the objects to the GPU. The built in LOD works well. While this decreases render time the objects are still present but not shown to the audience and will be considered by other aspects of the game logic, scene graph, physics, animation ….
Occlusion culling is an additional option to skip rendering faces that are not already outside the camera frustum. You should be careful that the saved render time is greater that the additional culling processing time.
The BGE supports dynamically copying objects on the fly. This can be used to create particle effects. The objects are ordinary game objects following the same rules as any other object. Efficiency Be aware each single object increases the processing time on all aspects of the game not just render time. As more objects exist in your scene as more processing time will be used. LOD As you might have noticed the Culling mechanics are pretty rough.
Either the face gets rendered or not. The LOD Level of detail provides a finer granularity to the costs of memory and development time. As each additional face increases render time, the LOD approach tries to reduce the number of simultaneously rendered faces.
The design is to use a mesh with less faces when distance to the camera is larger. The idea is that the audience will hardly notice the changes to the mesh. This means the objects are removed from the game and reestablished when necessary. While removing is easy the last one can be tricky as you need to know what to create when and where. Out of sight processing Additionally certain aspects of your game might still need a transformation.
I might not even be possible to interact with it. But it might have still impact on to your game world. It has impact on the economy of the whole area. It might get ill, or killed. Hi, as says Monster, culling is used to avoid to render geometry of objects that are outside camera frustum. The frustum is set in camera panel mainly clip start and clip end, and angle of view.
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