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Post by _kuba787_ on Dec 4, 2016 11:16:34 GMT 1
This time I want to suggest you, to add the occlusion culling optimization to the game. This will increase frames per second' number very much on some projects, which contain many models in a not very huge place. This, will hide these which are covered by others. For example, in this game www.KoGaMa.com/games/profile/3298655/ when you are on spawn, and look back while HD mode is turned on, on most of PCs there will be a framerate drop. Occlusion culling would hide the models which are behind the wall of the spawn, because you don't see them. I think, you are able to add this optimization, if you have already made a viewing frustum culling update which hides models that aren't on the camera's view. EDIT: It would be also a very good decision (and probably the most important part of the occlusion culling update if you ever make that) to treat the fog as a model that covers others. I still have no idea why models are rendered behind the border of the fog. This is the cause of lag in most of cases, because there are only few games that have enough details in a really small place (for example this one www.KoGaMa.com/games/profile/2338635/ ). Here only hiding models behind other models would help.
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Post by FloshPlosh on Dec 5, 2016 10:41:45 GMT 1
I talked to Christian about this, according to him this involves the creators manually setting this up per game, most likely involving actually working in a Unity scene, which isn't an option I haven't looked up too much myself, but I believe Christian is right here :3
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