Occlusion culling

JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
<div class="IPBDescription">Is it actually working?</div>I havent had anything on the occlusion culling layer while ive been building, but I decided to test it out since theres a window in my map you can see the readyroom, and part of a closeby room as well. So, the readyroom is encompassed in a box, and there are a few sections of the map (including the room with the window) which are encompassed as well, but not by the same box. So I was expecting, that at the very least the game would not render the readyroom (it is a significant distance away from the regular map, so you know) But no. Still renders it in all its planes in the middle of nowhere flying in a skybox glory. I figured that maybe I did the occlusion wrong.... but its all planes with the base textures assigned, facing inward, assigned to the OcclusionGeometry layer. And to be sure, its not rendering the planes, and you can pass through the planes, so its obviously assigned correctly, so why would the readryroom still render? Isnt that what occlusion culling is supposed to do? This is the first gaming map i've ever made, so, I dont know if maybe I'm missing something.

Any help?

Comments

  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    <!--quoteo(post=1873032:date=Sep 4 2011, 07:41 AM:name=Jonacrab)--><div class='quotetop'>QUOTE (Jonacrab @ Sep 4 2011, 07:41 AM) <a href="index.php?act=findpost&pid=1873032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I havent had anything on the occlusion culling layer while ive been building[...]<!--QuoteEnd--></div><!--QuoteEEnd-->

    I havent worked with OC before, but i think it has to be in a group, not in a layer?
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Hmm, that was a typo, should have said group, but if I had only stuck it in a layer, it would render it in game, but it renders invisible, and can be passed through as well, so its doing "something", more than that I cant say
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    The new occlusion culling system is still not implemented yet. Max has been busy with a lot of other things, but is hoping to get back to the occlusion task and finish it off soon.

    --Cory
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited September 2011
    I do hope it gets around to being put in soon, the current implementation definitely is causing me trouble in the frame-rate department in several areas and directions.
  • RED-FROGRED-FROG Join Date: 2003-12-09 Member: 24189Members
    edited September 2011
    When you fly outside the map, you can clearly see none of the culling planes or whatsoever is used for the culling is actually working.

    I think only "room based rendering", I don't know the technical term for it, is being used. So only your own room, plus the rooms that connect to it and you are looking at, are being rendered.

    Performance wise, this game needs a lot of work. I don't know what's wrong with it atm. Even if I set the graphics to lowest I'm getting 30fps at Flight Control on a server. It may be different on other servers. While the GPU is only loaded at <b>20%</b>. Peaks ~35%. (Cayman HD6970 @ OCed a little @910Mhz - even 1000Ghz wouldn't change much in NS)
    CPU is a i5 2500K at full 4x4,5Ghz. NS uses only 1 or 2 CPU cores. CPU load wasn't maxed at any given core. Usually runs at 4,1Ghz but raising it to (only) 4,5Ghz gave me another 2-3fps.
    I have a second HD6970 but in crossfire it causes shadows to flicker and the performance does not change much. Only the GPU load cuts in half if you will.
    Either built 185 is worse performance wise, or AMDs new drivers 11.8 somewhat made things worse. Sometimes I've had really bad lagging in the area of the main hive in Summit. Many people said they had 10-15fps. But they were STILL playing it 'just fine' - like they had to. xD
    I mean...hello...I have an i5 and cayman GPUs? Thats a system most people only dream of.
    Compared to the graphics, not saying they are bad but compareable to other engines, I should be EASILY getting 1xx-2xxfps with two Cayman GPUs.
    I'm usually playing games @ 5292x1050 @ max plus some FXAA, MLAA or just FSAA

    If I were you guys (<b>unknownworlds entertainment</b>), I'd spend more time on the technical aspect of the game. You cannot just close your eyes and run through gameplay mechanics while actually leaving the most important part alone. It should be the goal to have it playable on a HD4870/Ge8800 and Intel DualCore or something like AMDs 955.

    The bad performance is the only real concern that actually keeps me from playing NS.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2011
    *Sigh* Here we go again...

    The current NS2 builds are using mostly one CPU thread and sometimes a bit more it seems (1.5 threads/core?) as far as I can see... So your state of the art Cayman GPU's don't see a lot pf action for now, due to most things being routed trough the CPU. The main reason why different Graphics settings don't seem to have any influence.

    Also saying they should spend more time on the technical side... What exactly do you think their engine programmer (Max) is doing, he and the other devs have stated many, many, many times before, they are working on performance optimization mostly. While also adding the occasional new feature. Looking back a few builds you can see this progress...

    Heck it could very well be that my oldschool Intel C2D E6420 @ 2.4Ghz has more performance in NS2, then then your i5. Even if it has a higher clockspeed. Mainly due to possible compatibility problems currently. Not saying it is, but it could be the case. It could also the the other way around...
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