RE: [Algorithms] portal engines in outdoor environments
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From: Tom F. <to...@mu...> - 2000-08-19 09:57:38
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We're talking two or three frames at most, and usually one to two I would expect. If a device is buffering any more than this, then the display is going to be lagging beind the input so much that the game becomes very hard to play (for a good illustration, try running Half-Life in D3D mode on an nVidia card - grrrrr). And you always have to render _something_ - that's how you get your visibility info back! True, you could possibly render using a ZERO:ONE blend mode, but I don't think it will save you all that much fillrate, and it will pop in a very grim way. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: gl [mailto:gl...@nt...] > Sent: 18 August 2000 19:28 > To: gda...@li... > Subject: Re: [Algorithms] portal engines in outdoor environments > > > > As I understand it, the idea with delayed z-testing is that > whilst it's > horribly slow to get 'did this primitive I just tried to > render get totally > z-rejected?' feedback from the card instantly (due to deep > pipelining going > on), it's reasonable to get that info back a few frames late without > stalling anything. > > The idea is to have that info determine your objects' LOD, > ie. you render > your object with a low LOD by default, unless you find out > that thing is now > visible, when you can bump up the tri count. As the data is > delayed, there > will be a change from low to hi LOD, but as we're only > talking a few frames > (I believe), this shouldn't be all that noticable. Note that > you can't > simply avoid drawing the object, due to the delay - > otherwise, it would > suddenly appear, a few frames later than it should. > > In fact, my contention is that if it's only as little as two or three > frames, the higher rates you run at, the less significant the > delay gets, to > the point were you probably don't even see the LOD pop, or > you might not > even need to render until you're told it's there. > > Tom, how many frames exactly would we be talking about? > -- > gl |