Einlander Posted March 27, 2014 Share Posted March 27, 2014 While testing one of my maps I found that Leadwerks was not keeping pace with the camera in certain areas. I was able to replicate the bug with a flat cube for the fps player to stand on, and a small box sized cube. Just walk away and quickly turn around and the cube will not be there for a few frames. video https://mega.co.nz/#!8Ak1lYBR!jnuBGoRTbRhjSWc43Dw5D_vVvHTo-iWywIsRSX0JnPM Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 27, 2014 Share Posted March 27, 2014 Good video. Oftopic: what were you watching? Link to comment Share on other sites More sharing options...
Josh Posted March 27, 2014 Share Posted March 27, 2014 This isn't a bug; it's just the way it works. There is a delay before the query results are read back to the client side. The problem is pronounced if the framerate is low, as it seems to be in this case. 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...
Einlander Posted March 27, 2014 Author Share Posted March 27, 2014 Lol, totally forgot that was playing Aggor, its an old time radio mystery show, Nero Wolfe. Josh that brings up another issue, my performance in leadwerks has dropped drastically since the last few updates. Also on my new graphics card its astonishingly slow. From 60 -150 on an hd7770 to 20 -58 with an r7 260x. This weekend I will check to see if my old card still outperform my new ones. Link to comment Share on other sites More sharing options...
DudeAwesome Posted March 27, 2014 Share Posted March 27, 2014 I exactly have the same problem when I turn fast. when I turn slow it looks ok. I have no low framerates (~60 with sync). It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
wayneg Posted March 27, 2014 Share Posted March 27, 2014 Josh, Doesn't this seem to suggest a solution, especially since the objects in question are static ? Or maybe he just hides that stuff once he enters his structure ? http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter06.html Link to comment Share on other sites More sharing options...
YouGroove Posted March 27, 2014 Share Posted March 27, 2014 Quite old article, and very generic example. How industry coders make Culling for AAA games http://d.hatena.ne.jp/hanecci/20131213 Culling the Battlefield article has really great hints, some interesting part : Why software occlusion ? Naughty Dog : Uncharted is excellent also (Didn't know they split level in islands for physics and one SPU per island) Some good ones also from the same site : http://fr.slideshare.net/Umbra3/siggraph-2011-occlusion-culling-in-alan-wake http://www.gamasutra.com/view/feature/164660/sponsored_feature_next_generation_.php http://fr.slideshare.net/jasinb/embarrassingly-parallel-computation-for-occlusion-culling Stop toying and make games Link to comment Share on other sites More sharing options...
Einlander Posted March 27, 2014 Author Share Posted March 27, 2014 I'll post the project files when I get some time. The occlusion is set to off on all objects. All objects shadows are set to static, and the 1 directional light is set to static shadows. Link to comment Share on other sites More sharing options...
wayneg Posted March 27, 2014 Share Posted March 27, 2014 cool, like to check it out, maybe learn something new. Link to comment Share on other sites More sharing options...
Einlander Posted March 28, 2014 Author Share Posted March 28, 2014 For those still curious here is a smaller version of my map. If you do what I did in the video you should be able to replicate what I did. This time I was able to get it to happen at 200+fps. !!!!NOTE!!!! (wheres a blink tag when you need it?) Unzip the file in the root directory of a new project. The fpsplayer is the keyhost version from the download section The blue box is a ladder. W to go up, S to go down. Its very glitchy. If someone can make it work like the l4d2/counter-strike ones I would appreciate it. Slow Occlusion.zip Link to comment Share on other sites More sharing options...
YouGroove Posted March 28, 2014 Share Posted March 28, 2014 I added some lights and crawlers so it runs less smooth and problem is lot more visible. You see a fraction second , where some walls where not rendered, caus of occlusion delay. Stop toying and make games Link to comment Share on other sites More sharing options...
Einlander Posted March 29, 2014 Author Share Posted March 29, 2014 What exactly am I seeing? Link to comment Share on other sites More sharing options...
wayneg Posted April 5, 2014 Share Posted April 5, 2014 LE 3.1 (current) - could duplicate to some degree the issue, but also had stability issues while using GUI. LE 3.1 (beta) - could NOT duplicate issues, beta was fast and had no stability issues that I encountered. note: perhaps a terrain is required, but I didn't try that. Link to comment Share on other sites More sharing options...
Josh Posted May 11, 2014 Share Posted May 11, 2014 Duplicate here with more videos: http://www.leadwerks.com/werkspace/topic/9357-black-wall-turn/ What I can do is add some padding to make the occlusion AABBs a little bigger than their real size, so they will come into view early and avoid most of this artifact. 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...
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