RE: [Algorithms] Terrain performance comparrisons
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From: Chris B. \(BUNGIE\) <cbu...@mi...> - 2003-07-25 16:17:20
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> -----Original Message----- > From: gda...@li... [mailto:gdalgorithms- > lis...@li...] On Behalf Of Jonathan Blow > Sent: Friday, July 25, 2003 2:10 AM > To: gda...@li... > Subject: Re: [Algorithms] Terrain performance comparrisons >=20 > In fact, I am still waiting for people to understand that frame coherence > is > to be avoided in games whenever possible. I am going to submit a siggraph > presentation on that (and some other things) for next year. >=20 I would restate that a little. It seems to me that temporal coherence is extremely important in games, but the nature of the tasks being performed each frame varies extremely rapidly for anything _related to rendering the current view_. We use temporal coherence successfully in lots of ways in Halo 2, but not for anything view-dependent. For example all of your simulation tasks can take great advantage of temporal coherence, as can certain rendering tasks as well, like recomputing lighting coefficients for objects. But visibility from frame-to-frame clearly must be computed from scratch. -- Chris Butcher Networking & Simulation Lead Halo 2 | Bungie Studios bu...@bu... |