Product Chat / occlusion size

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MK83
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Posted: 14th Aug 2014 03:25
see attached.

AMD 9850 black, 6 gigs ram, GTX 260 Win 8.1

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MK83
GameGuru TGC Backer
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Location: Greeneville, TN USA
Posted: 15th Aug 2014 16:31 Edited at: 15th Aug 2014 16:32
?????? no answer?????

AMD 9850 black, 6 gigs ram, GTX 260 Win 8.1

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The Next
TGC Web Engineer
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Posted: 15th Aug 2014 19:48
Occlusion isn't really working properly at the moment just leave it at the default size, you won't notice any difference in the current build.

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked
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tomjscott
User Banned
Posted: 15th Aug 2014 22:51
Quote: "Occlusion isn't really working properly at the moment just leave it at the default size, you won't notice any difference in the current build."


What exactly is occlusion supposed to be doing anyway? Whenever I crank it up, the performance just drops. So, it seems like turning it on is a bad thing whereas I would have expected an improvement or at least no degradation at the very least.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
The Next
TGC Web Engineer
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Posted: 16th Aug 2014 00:06
That is what I mean by "Occlusion isn't really working properly at the moment" it kinda does the opposite of what it is designed to do

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked
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Scene Commander
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Posted: 18th Aug 2014 07:39 Edited at: 19th Aug 2014 14:00
Occulusion hides ploygons that shouldn't be displayed, but at the moment, the process of calculating which polys should be hidden takes more time than drawing them . Most games pre-calculate occulusion to a great extent, a process that can take hours, something that we feel users wouldn't thank us for. We have a number of thoughts on improving performance and this is just one area we will be looking at.



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i7-4770s 3.10ghz - Geforce GTX 650ti
LeeBamber
TGC Lead Developer
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Joined: 21st Jan 2000
Location: England
Posted: 18th Aug 2014 11:26
As posted, the occlusion processing is heavier than what it saves, so we still have some optimization to do there. The SIZE refers to how many polygons are used for the 'occluding geometry', which is the amount of polygons which will be internally rendered to block other objects from being drawn. A higher value means more polygons being used, and so increase the cost of rendering them, but potentially increases the amount of object occluded. A few more tweaks on this system and it will start to pay dividends.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

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