Author Topic: [DLL] Rendering Optimization Experiments  (Read 1337 times)

This reduced the performance hit on one of my maps, thanks dude.

I got occlusion culling to work. There's a bit of a performance hit for max shadows using a batch-by-location renderer, but without shadows enabled the performance improvements are pretty good. Illustrative recording: https://leopard.hosting.pecon.us/dl/onijn/occlusion.mp4

I got occlusion culling to work. There's a bit of a performance hit for max shadows using a batch-by-location renderer, but without shadows enabled the performance improvements are pretty good. Illustrative recording: https://leopard.hosting.pecon.us/dl/onijn/occlusion.mp4
This is absolutely amazing

Also, pardon my lack of understanding, but what you talk about in the OP basically means that bricks outside of the players field of view gets culled out, right?

This is absolutely amazing

Also, pardon my lack of understanding, but what you talk about in the OP basically means that bricks outside of the players field of view gets culled out, right?

This is frustum culling, yes. Occlusion culling is not rendering what you don't see, so as if the transparent brick was solid in that vid.

wait there wasn't any occlusion culling in the original pipeline? what the forget lol

Unfortunately, the new Blockland update and the fact I overused static offsets would make this a pain to update, though it's not impossible.

Fortunately... a lot of the things in the original post might be added to the game! Badspot said he would add these improvements, though it would take effort in a PM. I answered some more of his questions yesteday. Stuff like occlusion culling would need a pretty big update, though, so for now it's just the bugs I originally described. Excitement!!

aw frick yes

bless u val

Any chance you could mention this networking bug to him while you have his attention?
https://forum.blockland.us/index.php?topic=317828.msg9824158#msg9824158