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Thread: Object culling in the latest performance blog

  1. #1
    Rift Disciple Silir's Avatar
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    Default Object culling in the latest performance blog

    http://community.riftgame.com/en/201...-improvements/

    The blog mentions that The main disadvantage is that the Umbra 3 culler only works with static geometry, which means that it won’t work at all in places with lots of dynamic objects like Dimensions.

    Which got me thinking:
    • Does this mean that Dimensions should automatically use a different culler?
    • Is it possible to give us a really large... invisible(?) piece of wall that we can use to tell the culler there are no objects behind this wall? Basically, if I'm standing on this side, don't bother loading any dynamic objects on that side. I can easily cut my Dormant Core into sections and they don't need to load at the same time.

  2. #2
    Rift Disciple Silir's Avatar
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    http://www.umbrasoftware.com/en/umbr...atest-release/

    Doing some reading on Umbra 3, while I can safely say I understand what they are saying, I am not an expert. But I do think some of Umbra 3's capabilities should be pretty interesting to Rift (and dimensions).

    Umbra 3 can stream sets of objects in and out of memory (they call this streaming). It also handles destructive environments. So I am confused about the blog saying that it's not as good on Dynamic content. The occluder is dynamic and not static.

    Anyway, very interesting stuff. Want to see what Rift does with this next
    Last edited by Silir; 10-01-2013 at 04:21 AM.

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