What i'm wondering more about is, does the engine render and calculate everything even when it's out of players FOV (and range) and in the other room? Because that would be ultimately idiotic and a complete waste of resources. Ie, i don't need harvesters, spurs and hydras wiggling around (as well as everything else) and wasting resources when i'm on the other end of the map (and not being able to see).
I know any modern game engine is expected to utilize such resource saving methods, but i'm still wondering if NS2 actually does that as well. Considering how it all turns into one big crawl at the end of the game it seems more like it's not really doing that...
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
The client has a relevancy range, so stuff on the other end of the map is not rendered. And the map has occlusion zones that helps avoid drawing level geometry outside the current zone.
I _think_ that entities are not rendered if they are in another occlusion zone .. though I know they still are being boned ^H^H^H^H^H^H^H^H^H^H have their bones updated.
Might be possible to skip doing the physics part if they are in another occlusion zone, I'll add a trello reminder to explore that.
Well, if you could throw out bones updating and physics updating, that would be something. There is no need to calculate that, all you need to know is player position for as long as it's out of your zone. Basically just for the minimap/map to work.
With the bone and animation calculations being part of the physics backend, can we just get an option to disable animations for buildings that don't really need it?
I am looking into this for NS2+, if it makes a difference expect to see it in a server close to you :P
Suggestion: Make this a multi-level option to affect different groups of buildings. For example:
- "All"
- "Medium" (animate the most prominent buildings, e.g. Harvesters/RTs, IPs, Whips, Hydras, Hives)
- "Minimal" (animate only buildings where animation matters, e.g. Whips, Hydras & IPs)
What i'm wondering more about is, does the engine render and calculate everything even when it's out of players FOV (and range) and in the other room? Because that would be ultimately idiotic and a complete waste of resources. Ie, i don't need harvesters, spurs and hydras wiggling around (as well as everything else) and wasting resources when i'm on the other end of the map (and not being able to see).
I know any modern game engine is expected to utilize such resource saving methods, but i'm still wondering if NS2 actually does that as well. Considering how it all turns into one big crawl at the end of the game it seems more like it's not really doing that...
Comments
I know any modern game engine is expected to utilize such resource saving methods, but i'm still wondering if NS2 actually does that as well. Considering how it all turns into one big crawl at the end of the game it seems more like it's not really doing that...
I _think_ that entities are not rendered if they are in another occlusion zone .. though I know they still are being boned ^H^H^H^H^H^H^H^H^H^H have their bones updated.
Might be possible to skip doing the physics part if they are in another occlusion zone, I'll add a trello reminder to explore that.
Suggestion: Make this a multi-level option to affect different groups of buildings. For example:
- "All"
- "Medium" (animate the most prominent buildings, e.g. Harvesters/RTs, IPs, Whips, Hydras, Hives)
- "Minimal" (animate only buildings where animation matters, e.g. Whips, Hydras & IPs)
shows occlusion culling in NS2