Kazar Posted October 6, 2011 Share Posted October 6, 2011 I've latelty been stress testing the engine with scenes that have around 50000 identical boxes cloned with CopyEntity. Even though I turn every entity's occlusion mode to 0 with EntityOcclusionMode and set OcclusionCulling(0) my world render time is 78ms of which entity cull time is 77ms. Why does the engine still do culling? Are entity culling and occlusion culling different things? Edit: ok, so it seems entity culling means "detecting whether an entity intersects the bounds of the camera frustrum". Is it possible to group entities so that only one check is made per say 100 specified entities? Or can this checking be disabled for specified entities? Quote Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64 Link to comment Share on other sites More sharing options...
Kazar Posted October 8, 2011 Author Share Posted October 8, 2011 Bump due to edit. Quote Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64 Link to comment Share on other sites More sharing options...
Scott Richmond Posted October 9, 2011 Share Posted October 9, 2011 I recently went through the same process. Read through my thread here: http://www.leadwerks.com/werkspace/topic/3956-model-setviewrange-causes-crash/page__p__35154#entry35154 It starts off unrelated but gets on to answering your questions. Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Kazar Posted October 9, 2011 Author Share Posted October 9, 2011 It seems I missed your topic when I tried to search the forums for related topics. I'll continue this topic there, since we have the same problem. Quote Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64 Link to comment Share on other sites More sharing options...
Game Producer Posted October 19, 2011 Share Posted October 19, 2011 I'd perhaps try something like grid based system where entities would be hidden when they are in certain area (hideEntity stuff is not taken into lod consideration, to my understanding - I might be wrong though), and shown again when player approaches to nearby grid Quote Intel Dual Core 3GHz / GeForce GTS 450 - 1024 MB / Driver ver 267.59 / 8 GB RAM / Win 7 - 64 bit / LE2.50 / BMAX 1.48 game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine Twitter - Unfollow me Link to comment Share on other sites More sharing options...
Canardia Posted October 19, 2011 Share Posted October 19, 2011 That brings me to an idea: I could make a test engine.dll where I disable all occlusion cullings, and see how it behaves with lots of cubes. It might be actually faster in some situations where a lot is cull checked. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Scott Richmond Posted October 19, 2011 Share Posted October 19, 2011 Metatron - Please do. I think there are valid cases where the default OC in LE2 isn't very efficient. Where as a simple manual system as Game Producer describes would be better. Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Kazar Posted October 21, 2011 Author Share Posted October 21, 2011 That brings me to an idea: I could make a test engine.dll where I disable all occlusion cullings, and see how it behaves with lots of cubes. It might be actually faster in some situations where a lot is cull checked. This would be great. Quote Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64 Link to comment Share on other sites More sharing options...
Scott Richmond Posted November 1, 2011 Share Posted November 1, 2011 That brings me to an idea: I could make a test engine.dll where I disable all occlusion cullings, and see how it behaves with lots of cubes. It might be actually faster in some situations where a lot is cull checked. An updates on this mate? Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Canardia Posted November 1, 2011 Share Posted November 1, 2011 I haven't gotten the latest source code yet. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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