Well, OP still might of been BSing but he did remind me about that post I saw on BFeditor a few weeks ago I was meaning to look into but forgot aboutTarranauha200 wrote:So its not bs tread after all.
No rendering behind objects blocking line of sight
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Rhino
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Re: No rendering behind objects blocking line of sight
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Gozjh
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Re: No rendering behind objects blocking line of sight
Good to hear how a possible prank thread actually helped. GET SOME TROLOLOLOERS.

Would these be released with the rest of PR optimisation, or would come afterwards because of work load?

Would these be released with the rest of PR optimisation, or would come afterwards because of work load?
Last edited by Gozjh on 2011-06-23 17:32, edited 2 times in total.
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SGT.Ice
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Rudd
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Re: No rendering behind objects blocking line of sight
I'd certainly want to redesign some of Burning Sands using this method if we figure it outSGT.Ice wrote:mmm 4km Urban map...
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zenarion
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Re: No rendering behind objects blocking line of sight
Find the sources of the models that need occlusion meshes made for them, or some kind of exporter for Maya. I'm game to make them.
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splatters
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Re: No rendering behind objects blocking line of sight
Creating the occlusion model isn't the problem here, you could even use a vehicle COL or a simple LOD for that.
However, occlusion rendering will take a toll on performance too so there needs to be some experimenting where the line between improving performance and counter productive goes. Also, it would be intuitive that occlusion rendering occurs only within a certain ranges (like LODS, but only one) of the player, since the further the object is the less its apparent size is and the less chance there is that it blocks something completely.
BTW, all objects behind the player are not rendered AFAIC. In Kashan bunkers for example, when at the ramp behind the bunkers looking away from it you can see the ramp disappear in the corner of your FOV, at least on widescreen resolutions. Do tell me if this is wrong though (if you have facts), this just my personal belief based on experience.
However, occlusion rendering will take a toll on performance too so there needs to be some experimenting where the line between improving performance and counter productive goes. Also, it would be intuitive that occlusion rendering occurs only within a certain ranges (like LODS, but only one) of the player, since the further the object is the less its apparent size is and the less chance there is that it blocks something completely.
BTW, all objects behind the player are not rendered AFAIC. In Kashan bunkers for example, when at the ramp behind the bunkers looking away from it you can see the ramp disappear in the corner of your FOV, at least on widescreen resolutions. Do tell me if this is wrong though (if you have facts), this just my personal belief based on experience.
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llRvXll
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Re: No rendering behind objects blocking line of sight
thats what i was going to say...Zoddom wrote:but otherwise, when youre moving fast it could end up in hard fps drops, because it has to render everything very fast. just like in minecraft^^
and what if you're inside an aircraft, or a heli... you would've to turn really fast and render everything...
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Rhino
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Re: No rendering behind objects blocking line of sight
this wont suddenly mean you can have 4km urban maps, even if you can find a mapper who is able to place down that many statics while still keeping detail etc high.SGT.Ice wrote:mmm 4km Urban map...
All this will do is slightly improve performance in some areas if your lucky.
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Psyrus
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Re: No rendering behind objects blocking line of sight
Theoretically though, a tight 4km city map (or really any tight city scenario) with reasonably high buildings on average would be the perfect setting for occlusion culling/rendering to strut its stuff... wouldn't it? The density combined with the height of the buildings would mean that the individual player would be virtually surrounded by buildings (say a 50m radius) at all times, which would mean that only (in theory) his immediate surrounding buildings would be rendered, allowing a very detailed city while maintaining a high performance level.[R-DEV]Rhino wrote:this wont suddenly mean you can have 4km urban maps, even if you can find a mapper who is able to place down that many statics while still keeping detail etc high.
All this will do is slightly improve performance in some areas if your lucky.
Air vehicles, however, would be absolutely destroyed by that kind of map (as there would be nothing occluding their view while in the sky). I guess 100-200 poly final LODs for buildings would be absolutely essential...
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SGT.Ice
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Re: No rendering behind objects blocking line of sight
The possibility is still mouth watering. Even if it dosen't make an appearance in BF2 PR, for the future i'd still like to see it.SGT.Ice wrote:mmm 4km Urban map...

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Rhino
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Re: No rendering behind objects blocking line of sight
or just climbing onto a roof of a tallish building.Psyrus wrote:Air vehicles, however, would be absolutely destroyed by that kind of map (as there would be nothing occluding their view while in the sky).
You can't really model a map around being on foot the entire time unless you very much limit the map to just that like the old CS maps etc
This system also doesn't get rid of the huge lightmap atlases problem and other things like that
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Outlawz7
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Re: No rendering behind objects blocking line of sight
Unless all buildings use the same textures, are preferably bunched up into clusters, so they count as one object and are simplified as hell without any detail...hmmm.

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Rhino
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Re: No rendering behind objects blocking line of sight
would still require large lightmap atlases for large objects, although with a more simple object you can have slightly smaller LMs.
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Megagoth1702
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Re: No rendering behind objects blocking line of sight
If I talk BS please correct me, but this is how I understood it back in the days.
Why do people think that turning around quickly gives lag due to rendering? With 30 FPS the scene is rendered from scratch 30 times a second. The only issue with moving fast/turning fast is that in some games (arma2 for example) objects and LODs are always loaded from the HDD instead of being put into RAM. That creates lag because HDD is much slower than RAM.
So -> turning around quickly does not re-load the scene creating lots of lag if objects & LODs are stored in RAM.
Why do people think that turning around quickly gives lag due to rendering? With 30 FPS the scene is rendered from scratch 30 times a second. The only issue with moving fast/turning fast is that in some games (arma2 for example) objects and LODs are always loaded from the HDD instead of being put into RAM. That creates lag because HDD is much slower than RAM.
So -> turning around quickly does not re-load the scene creating lots of lag if objects & LODs are stored in RAM.
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Rhino
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Re: No rendering behind objects blocking line of sight
that is BS tbh 
The main reason why some PC get lag in that situation is mainly down to draw calls, as your CPU is trying to process all the new draw calls as quickly as it can before it can send the info to the GPU etc so it can render it. If the CPU can't handle the amount of info it needs to feed to the GPU then you get a bottle neck in your CPU and you need to wait for your CPU to catch up.
The main reason why some PC get lag in that situation is mainly down to draw calls, as your CPU is trying to process all the new draw calls as quickly as it can before it can send the info to the GPU etc so it can render it. If the CPU can't handle the amount of info it needs to feed to the GPU then you get a bottle neck in your CPU and you need to wait for your CPU to catch up.
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Megagoth1702
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Re: No rendering behind objects blocking line of sight
Thanks for clarification!
Waiting for a highlight - post about possible occlusion culling in PR!
Waiting for a highlight - post about possible occlusion culling in PR!
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Ts4EVER
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Re: No rendering behind objects blocking line of sight
OP isn't trolling. He is on the Fh2 beta testing team. This kind of culling was introduced a while back but was never announced to the public on account of it being kinda boring 
edit: http://www.bytehazard.com/bfstuff/
occexp.ms is the one you want
edit: http://www.bytehazard.com/bfstuff/
occexp.ms is the one you want
Last edited by Ts4EVER on 2011-06-24 22:13, edited 1 time in total.
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Bringerof_D
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Re: No rendering behind objects blocking line of sight
well the post Rhino quoted did mention that it was tested in FH2, so i'm leaning on the OP not trolling. perhaps he read the same post and assumed it was being used in the mod.Gozjh wrote:Good to hear how a possible prank thread actually helped. GET SOME TROLOLOLOERS.
Would these be released with the rest of PR optimisation, or would come afterwards because of work load?
either way this is potential for major improvements in PR
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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zenarion
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Re: No rendering behind objects blocking line of sight
I'd rather see this as a method to improve performance on current maps, than to invent new giant maps that would bring up a whole new world of trouble and issues to solve.
If occlusion culling can be implemented, it might make the game run smoother. That is a good enough result for me.
If occlusion culling can be implemented, it might make the game run smoother. That is a good enough result for me.
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Stealthgato
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Re: No rendering behind objects blocking line of sight
We'll end up fighting in box city





