3 ms·
So the game uses extremely detailed models, then fails to have an intelligent way of abstracting/culling away those things that will never make it into pixels,
by PeterStuer 3y ago
So the game uses extremely detailed models, then fails to have an intelligent way of abstracting/culling away those things that will never make it into pixels, is that a fair summery?
Also, does that mean that easy fixes are available or is this so core that solutions would require going back to the drawing board?
- sbergot 3y agoWe can only speculate one the difficulty of the fixes. I am not an expert but I believe culling and LoD are two big things for engines. Not being able to use existing implementations is really unfortunate. I guess the "tricks" are well-known but I don't think the implementation is easy.
- Ciantic 3y agoI'm not a GPU programmer, but I became interested to dig out what is the state of art of culling, and found out Arseny Kapoulkine [1] has implemented those in MIT licensed C++ code base: Cluster cone culling, frustum culling, Automatic occlusion culling, triangle culling, Meshlet occlusion culling, Optimizing culling. On paper sounds impressive, and maybe Colossal Order could learn from those. https://github.com/zeux/niagara https://github.com/zeux/niagara