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occlusion culling issue with LE 2.4


remi666
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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

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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 ■
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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

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