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Performance optimising


Michael Betke
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My level becomes more complex and it's time for performance optimising.

So far I use LoD models a lot and billboarding helps too.

 

What about culling objects?

It seems the terrain does not cull stuff behind my hills. and stuff behind a wall isn't culled too.

 

Can I do simple planes (models) with a script or material which culls stuff? Can it be done without coding?

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

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Josh could probably answer this best but I'll have a go.

 

My experience is also that occlusion culling is off on most things other than animated models. I believe you can turn it on with a function call. I haven't got the editor to hand but isn't there a new option for this to in the properties?

 

I guess other things that might help are a combinations of: -

 

DOF

Merged into Fog

With draw distance.

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With my non-solid issue solved I can add one more to the list.

 

- Blending out a object after a certain viewdistance in the script. :rolleyes:

This is nice for small objects with a certain polycount and will drop the calls a bit I think.

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

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