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Entity cull time optimization?


Kazar
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I've latelty been stress testing the engine with scenes that have around 50000 identical boxes cloned with CopyEntity.

Even though I turn every entity's occlusion mode to 0 with EntityOcclusionMode and set OcclusionCulling(0) my world render time is 78ms of which entity cull time is 77ms. Why does the engine still do culling? Are entity culling and occlusion culling different things?

 

 

Edit: ok, so it seems entity culling means "detecting whether an entity intersects the bounds of the camera frustrum".

 

Is it possible to group entities so that only one check is made per say 100 specified entities? Or can this checking be disabled for specified entities?

Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64

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I recently went through the same process. Read through my thread here: http://www.leadwerks.com/werkspace/topic/3956-model-setviewrange-causes-crash/page__p__35154#entry35154

It starts off unrelated but gets on to answering your questions.

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Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64

Visual Studio 2008 | Photoshop CS3 | Maya 2009

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  • 2 weeks later...

I'd perhaps try something like grid based system where entities would be hidden when they are in certain area (hideEntity stuff is not taken into lod consideration, to my understanding - I might be wrong though), and shown again when player approaches to nearby grid

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That brings me to an idea: I could make a test engine.dll where I disable all occlusion cullings, and see how it behaves with lots of cubes. It might be actually faster in some situations where a lot is cull checked.

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Metatron - Please do. I think there are valid cases where the default OC in LE2 isn't very efficient. Where as a simple manual system as Game Producer describes would be better.

Programmer, Modeller

Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64

Visual Studio 2008 | Photoshop CS3 | Maya 2009

Website: http://srichnet.info

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That brings me to an idea: I could make a test engine.dll where I disable all occlusion cullings, and see how it behaves with lots of cubes. It might be actually faster in some situations where a lot is cull checked.

 

This would be great.

Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64

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  • 2 weeks later...

That brings me to an idea: I could make a test engine.dll where I disable all occlusion cullings, and see how it behaves with lots of cubes. It might be actually faster in some situations where a lot is cull checked.

An updates on this mate?

Programmer, Modeller

Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64

Visual Studio 2008 | Photoshop CS3 | Maya 2009

Website: http://srichnet.info

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