Re: [Algorithms] BSP tree, or what?
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From: Jamie F. <ja...@qu...> - 2008-06-04 16:27:35
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Stefan Sandberg wrote: > I find that reasoning pretty silly.. > Wherever you gain performance(or rather, reduce cost), it's a win.. Only if it's a consistent win, or improves your worst case. If you gain performance in a situation which isn't your worst case (e.g. facing a wall), and lose performance in your worst case (e.g. viewing a large open area with many entities), I wouldn't call that a win. All occluder fusion code falls into that category for all situations I've seen; your situation may be different. Jamie > Naturally you cap your framerate at something, usually 30-60 fps, that > doesn't mean that you wont benefit from a solution that > is capable of 4 times that framerate if you let it loose. Just spend > that time doing something else.. > Most graphics artists & designers would massage you daily if you told > them you figured out a way for them to > have twice the amount of <something> in the game... > > Megan Fox wrote: >> While this is true, do keep in mind that occluder fusion isn't >> necessarily going to win you anything you actually want. Consider the >> case where a collection of trees, viewed just so, occludes 80% of the >> scene, netting you a significant performance boost. This is a bad >> thing, not a good thing - because players respond better to a >> consistently mediocre framerate than they do to a framerate that >> spikes massively and inconsistently. >> >> I'm all for occlusion where it makes sense (big city buildings, big >> houses, large walls), but most of the places where occluders make >> sense are probably also places where individual objects are big enough >> to just be modelled with occluders built in - no need for fusion. The >> usual example of "and we can take this group of people / cars and >> occlude everything behind it!" tends to be a plain bad idea, unless >> you're in the unlikely situation of having a game in which you're >> absolutely always surrounded by a mass of (something indistinct). >> >> >>> All of those mechanisms can be improved, from a rasterization point of >>> view, by adding dynamic occluders (ideally with occluder fusion). I know >>> that the IHVs say that their cards are efficient enough that you >>> shouldn't bother, but that's only true for the "GTX" versions -- the >>> 64-bit versions that end up in the laptops that most of the buying >>> public are buying, are still very fill rate sensitive. >>> >>> Sincerely, >>> >>> jw -- Jamie Fowlston Program Manager Tools & Technology Qube Software www.qubesoft.com |