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Posted

On other game engines i worked with i could greatly improve the performance by creating my own scene management where i set the hidden flag to all entities not shown (e.g. if the player is outside a building it is not necessary to render the interior).

 

Will this improve the performance in leadwerks or is it a waste of time to implement such a mechanism?

Posted

OpenGL does this automatically, you can check also when you are inside the building, how many polys are rendered.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

I'm rather surprised that OGL says that automatically, because let's say I'm on one side of a cliff, and models are on the other side, my FPS rate goes down if I look in this direction.

 

Sucky schema:

 

 

         Cliff
Models ___/\___ < Camera        FPS: 20

 

 

         Cliff
Models ___/\___ Camera >        FPS: 50

 

Even though not one model is visible in the first case, I still get lower FPS. Maybe because it doesn't work with Terrains/Vegetation?

Posted

It doesn't work with terrain the same way. You need to hide some wall inside the terrain, but there was some other way to do it too, which I can't remember right now.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

That's sad, it really impacts performance in a game where cliffs are used as separators (i.e. RPG). The more I use LE, the more I realize it was made for FPS.

Posted

How do you group vegetation?

 

are we talking actual models of vegetation? then usually control rendering by view distance... if billboards it shouldn't really be necessary

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

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