Scripts / What is Cullmode?

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Teabone
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Posted: 5th Jan 2015 13:36 Edited at: 5th Jan 2015 13:52
Trying to find new ways to help with the performance in Reloaded. Was wondering what cullmode does? I noticed a new entities have it in their FPE files. I remember playing around with culling in FPSC-Classic in order to hide small objects at a great distance.

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DVader
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Posted: 5th Jan 2015 14:24
I think it is a new setting in readiness for occlusion to be fully functional. I don't think it is used yet, but I could be wrong of course, but i think they ran out of time before xmas to finish it. I am expecting it may be fixed in a small update or of course the next main one. We may see more updates more quickly again now.



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Corno_1
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Posted: 5th Jan 2015 15:07
I also wonder about that. That would save a lot of fps drops, and my GTTR level could be a lot bigger. So it is very limited.

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Jerry Tremble
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Posted: 6th Jan 2015 00:55
I've been curious about that myself. I think I understand what "culling" is as I was introduced to it with in a DBPro plugin a while back. But as of yet, it doesn't seem to do anything.

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TattieBoJangle
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Posted: 6th Jan 2015 04:01
I don't believe it is working and may be swapped out for something new (range) perhaps 1-100

so say in the fpe you have cullrange = 50

that entity would load when you the player is 50 away 100 being the whole map

This way you can set each item to have different ranges and you can adjust the slider to best fit you level. For example if you have an indoor level you could crank that down saving loads of fps.





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Jerry Tremble
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Posted: 6th Jan 2015 04:39
That makes sense!

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Teabone
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Posted: 7th Jan 2015 13:16
does cullrange work in the FPE?

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Teabone
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Posted: 14th Jan 2015 20:39
Quote: "I don't believe it is working and may be swapped out for something new (range) perhaps 1-100

so say in the fpe you have cullrange = 50

that entity would load when you the player is 50 away 100 being the whole map

This way you can set each item to have different ranges and you can adjust the slider to best fit you level. For example if you have an indoor level you could crank that down saving loads of fps.
"

Is this confirmed? I may test this when I get home from work.

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DVader
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Posted: 14th Jan 2015 22:57
Culling is a bit more complex than simply range, although that explains it fairly well. If culling were correctly implemented, it would take into account your position and rotation and only display visible items. Any items occluded by one another would be removed also. That is until you side step and then see them from behind a large boulder for instance.

From what I can see TGC are working on a new FPE setting to help with this, and including a pre-bake occlude into the bake system. Since real time code, so far, has only managed to run at the same speed with it, as without it, pre-calculating it makes sense. Making this a read option rather than having to calculate on the fly will certainly speed things up.



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TattieBoJangle
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Posted: 15th Jan 2015 11:41
hope to see it before it goes to steam give us that little extra boost





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DVader
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Posted: 15th Jan 2015 17:46
As do I



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Teabone
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Posted: 19th Jan 2015 12:54
I hope when culling is properly added it has a view range that isn't exactly to the edge of the screen. Or else you may see entities appear and disappear. I've seen that happen with some indie games on steam. The Forest had this issue (though its still in BETA).

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smallg
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Posted: 19th Jan 2015 21:32
Quote: "I hope when culling is properly added it has a view range that isn't exactly to the edge of the screen. Or else you may see entities appear and disappear"


that used to happen already but they fixed it so it's likely it'll get fixed again if it does, no worries

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Corno_1
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Posted: 19th Jan 2015 23:04
there is a very cool dll for dark basic. Some guys want this fpr FPSC C but it never happens, maybe with reloaded also it explain culling very good.
http://www.thegamecreators.com/?m=view_product&id=2311

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Jerry Tremble
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Posted: 24th Jan 2015 04:13
That's the plugin I was referring to! Haven't played much with Dark Basic in a long time. I kinda miss it!

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