Occlusion processing?

BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
How is occlusion processing being handled in Spark 2.0? It sounds like there aren't any plans to add geometry back in, so that's out.

I don't see any options for that currently, so either it's something completely automatic and hidden, or it just hasn't been added in yet.

Comments

  • MurphyIdiotMurphyIdiot NS2 programmer Join Date: 2008-04-17 Member: 64095Members, Super Administrators, NS2 Developer, Subnautica Developer, Pistachionauts, Future Perfect Developer
    We want to avoid manually placed occlusion geometry like NS2 has. Right now, it is simple frustum culling. We will likely add something else before 1.0.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited November 2014
    We want to avoid manually placed occlusion geometry like NS2 has. Right now, it is simple frustum culling. We will likely add something else before 1.0.

    Yea that was a bit of a pain. Hopefully performance doesn't suffer though. :(

    EDIT: I just had a thought. What if it was built into the prop? So a wall piece might just be a 2-sided square polygon in the middle of it.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Ideally we'd prefer an approach that minimised that kind of boring busy-work for artists & other content creators (that sounds like such a horrible PR term, but I can't think of a better one at the moment). We've talked about a few ideas that might involve a small pre-processing step that essentially generates the mesh for you, either per-model (like your suggestion but without artist work) or per-level. We'll probably have to wait and see what works, but hopefully there's a good balance there between performance and avoiding off-putting manual placement.
  • HeadClotHeadClot Utah Join Date: 2009-12-20 Member: 69724Members
    Insane wrote: »
    Ideally we'd prefer an approach that minimised that kind of boring busy-work for artists & other content creators (that sounds like such a horrible PR term, but I can't think of a better one at the moment). We've talked about a few ideas that might involve a small pre-processing step that essentially generates the mesh for you, either per-model (like your suggestion but without artist work) or per-level. We'll probably have to wait and see what works, but hopefully there's a good balance there between performance and avoiding off-putting manual placement.

    Maybe giving an advanced options tab for advanced users would be the best thing. Each with different Culling options and other advanced options maybe?

    Just an Idea. :)
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