5 ms·
Someone else replied pointing out that what you're referring to are called imposters. I would also like to add they're a very very common technique, and somethi
by rootlocus 9y ago
Someone else replied pointing out that what you're referring to are called imposters. I would also like to add they're a very very common technique, and something Wolfire Games added to their indie game Overgrowth in 2010, with a complete explanation: http://blog.wolfire.com/2010/10/Imposters http://blog.wolfire.com/2010/10/Imposters
Yes, you can expect modern games to use any and all tricks available to squeeze performance. Imposters are an example of a LOD (Level of Detail) technique, which is standard in all game engines.
- usrusr 9y agoAre those imposters usually prerendered or are they rendered at runtime, just at a much lower framerate? In any case, both could be seen as temporal LOD.
- GuiA 9y agoMore than a lower temporal resolution (framerate), imposters are more often about a lower spatial resolution (2D billboarded asset instead of fully textured 3D model, or 3D model with fewer polygons/lower res texture, etc.) There are also tricks using a lower temporal resolution - for example giving fewer ticks per second to the logic or animation of entities further away/out of sight.
- sorenjan 9y agoI believe the question was whether the texture for the imposter is loaded from disk or rendered to a frame buffer but at a lower frame rate. I'm guessing rendering the object to a texture dynamically is the most common approach.
- djellybeans 9y agoIt's usually more performant to store them as framebuffer objects, so this way they could stay in the memory of the graphics hardware.
- x0re4x 9y agoImposters seems to be really old technique - see Trespasser 1998: "The engine also used two other big tricks to lower the poly count: The most famous was "object caching": While rendering objects, the distant ones would be rendered to a cache and drawn as sprite on a quad. This trick originally resulted in mixed results since the mesh would remain a sprite too close from the player and changed from 2D to 3D in a very noticeable way as see in the two next images" (http://fabiensanglard.net/trespasser/index.php http://fabiensanglard.net/trespasser/index.php)
- drharby 9y agoAnother fabien post!!! Can never get enough of his writeups, no fluff just good review analysis and code.