occlusion culling bump...
Posted: 21 Apr 2021, 03:48
so ive been playing around on open microwave, gj.
and ive been turning up the cells...
and ive been watching my frame rate drop. its worth it. but, is the drop necessary?
well it is if the engine draws every flipping cells geometry, textures and lighting within a mile of the camera....
i read this old thread...
viewtopic.php?t=5573&start=10
and its both right and wrong. running occlusion culling on standard 1 cell morrowind dosnt make sense. but it starts making alot more sense with more cells or considering games with more complex geometry, texture depth and surface lighting.
i think part of the issue, concerning morrowind, is to think out side the box.... rofl. i think i read somewhere that one of omw's mission statements was to exceed the original engine; not just accomplish parity.
so, off the cuff... morrowind already uses "portal" culling, you could just as simply say "dont load cell "a" if player is at coords xyz." because at those coords and or under that height, the player cant see over mountains/builings/etc.
thats not really a great idea as it would be specific to morrowind... but just rolling over dosnt help.
"obviously"........ it dosnt really matter since advancements in processing tend to gloss over poor programming.
i just like to stir the pot.
and ive been turning up the cells...
and ive been watching my frame rate drop. its worth it. but, is the drop necessary?
well it is if the engine draws every flipping cells geometry, textures and lighting within a mile of the camera....
i read this old thread...
viewtopic.php?t=5573&start=10
and its both right and wrong. running occlusion culling on standard 1 cell morrowind dosnt make sense. but it starts making alot more sense with more cells or considering games with more complex geometry, texture depth and surface lighting.
i think part of the issue, concerning morrowind, is to think out side the box.... rofl. i think i read somewhere that one of omw's mission statements was to exceed the original engine; not just accomplish parity.
so, off the cuff... morrowind already uses "portal" culling, you could just as simply say "dont load cell "a" if player is at coords xyz." because at those coords and or under that height, the player cant see over mountains/builings/etc.
thats not really a great idea as it would be specific to morrowind... but just rolling over dosnt help.
"obviously"........ it dosnt really matter since advancements in processing tend to gloss over poor programming.
i just like to stir the pot.