Jump to content

Recommended Posts

Posted

Hello everybody,

 

We have noticed a strange behavior of Leadwerks in the 2.4 versus the 2.3 concerning the occlusion culling:

On 2.3 version, when we checked the "occlusion culling" option in LE on imported objects, we noticed a higher framerate when the object was behind other objects (because it was killed by the GPU with the occlusion culling algo I guess).

Now, with the 2.4, it does not work.

You will find attached an exemple: if you stay in front of the cube (with all the sphere behind):

- you will see in 2.3 version around 1000 polys if occlusion culling is enabled

- you will see in 2.3 version around 20.000 polys if occlusion culling is disabled

 

- you will see in 2.4 version around 20.000 polys whatever the occlusion culling status

 

Nota: to have the Properties menu of an object, I add the following scipt in LE 2.4 for this object:

 

require("scripts/class")

 

local class=CreateClass(...)

 

...and in "Appearance", I check "occlusion culling".

 

The same behavior has been observed by compiling an other scene, by using LE 2.3 C libraries versus LE 2.4 C libraries....

 

thanks in advance for a quick answer

occlusioncullingtest.rar

Posted

LE 2.3 has also only frustum culling, but no occlusion culling.

 

I tried to make my own occlusion culling with EntityVisible() and the HideEntity() if it's not visible, but unfortunately EntityVisible() is horribly slow and doesn't bring a better FPS.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

I recommend posting a demo that shows the problem in the bug tracker. It should work.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Hello Lummoja,

 

I do not understand why you mention that "LE 2.3 has also only frustum culling, but no occlusion culling.". To me, LE 2.3 has both, and I posted an example in the bug tracker, where you see a discrepancy of the framerate and polys computed with a gmf file using the occlusion culling (enabled)

 

Remi

Posted

Hello Leadwerks team,

 

I have posted my issue in the bug tracker, but I have no news...

Somebody could investigate, because this issue has some impacts on the performances of our game ?

thanks a lot,

 

Remi

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...