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Preformance

Preformance

Postby TattieBoJangle » 04 Dec 2015, 01:28

Hi guys just wondering if anyone with more coding knowledge would be willing to try something like this the idea would be to set the Visible Distance to 1 or even disable it when it is not in view and when in view enable it or set it to 0, it would give us a great boost in performance and would do all the work for us without manually going around setting things.

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Re: Preformance

Postby SolarPortal » 04 Dec 2015, 12:30

Our camera by default is doing this. This technique is known as Frustum Culling otherwise you would have no frames at all, rendering everything in the scene that you see or do not see.

As the camera moves around the scene, it turns the visibility of the meshes and entities that you do not see off until you look at them again. You might notice a pop when going from an unpopulated screen and turn around into a extremely populated view.

Here is a test, scroll away from your buildings so you can see them all in the scene, then take the frames looking at them. Afterwards, turn around with the camera so you are not looking at the buildings. You will notice that your framerate will increase considerably and this is the method that you have shown below.

In terms of distance, this is what we use the Far clip for.

Occlusion culling is the performance upgrade we need as this will only render visible objects. This means that if a wall occludes a mesh from the camera, then it is disabled meaning you can render very little and have many more objects.

Other systems to note for indoors are portal based systems which is based on doorways, but this technique is a little older than the occlusion culling techniques, but can produce fast results in indoor environments but cannot have outdoor with.
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Re: Preformance

Postby epsilonion » 04 Dec 2015, 13:10

Culling would also help with the lighting problems as it will not be rendering all the objects in the scene until they are within a visible range...

Just read that other thread and thought ey ho culling would help there as well.. :D
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Re: Preformance

Postby CreativeOcclusion » 04 Dec 2015, 20:36

Occlusion culling is the performance upgrade we need as this will only render visible objects. This means that if a wall occludes a mesh from the camera, then it is disabled meaning you can render very little and have many more objects.


+1000 for Occlusion Culling!!!
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Re: Preformance

Postby StarFire » 04 Dec 2015, 21:33

So much has been chatted about here in Skyline land and we are looking at a serious upgrade just may take some time. We will put a blog out as soon as we are happy to announce the next phase. ;)
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Re: Preformance

Postby epsilonion » 04 Dec 2015, 21:37

StarFire wrote:we are happy to announce the next phase. ;)


I am beginning to love you guys <3
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Re: Preformance

Postby SolarPortal » 04 Dec 2015, 21:48

:lol:
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Re: Preformance

Postby StarFire » 04 Dec 2015, 22:16

:oops: :lol:
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