Genebris Posted August 3, 2021 Share Posted August 3, 2021 On 7/21/2021 at 3:43 AM, Josh said: I think you are paying way too much attention to a detail that does not matter. I see this effect happening in AAA games, and like I said, it's due to your old graphics card and the average user isn't going to have the same problem. 1050ti is the second most popular card on Steam so you can't just say that it's old and irrelevant. Also, I've never seen this effect in any decent game on this videocard. I think this is a serious issue. Hopefully it gets better in Ultra Engine, otherwise I'll have to implement something else for culling. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted August 3, 2021 Share Posted August 3, 2021 The way hardware occlusion culling works is a bounding box is drawn on the GPU in a test-only mode that does not draw any pixels. The number of pixels that would have been drawn are fed back to the CPU, and if that is below a certain threshold, the object is hidden in future render calls. There is a delay when that feedback is received by the CPU. If the GPU stopped and synced with the CPU, the framerate would have a large drop. So there are always a few frames rendered before the results of a new occlusion test are received. I think the results are usually coming in 1-2 times per second, roughly. So the nature of hardware occlusion culling is you are always using old data, and there it is always possible for the culling to be a little behind when something turns or moves. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.