Game Development Community

Terrain Occlusion Issues?

by Paul Yoskowitz · in Torque 3D Professional · 01/20/2015 (6:00 am) · 8 replies

We were testing a level over the weekend and found that if we turned terrain occlusion off in the editor that we were getting better FPS than with it on with a 3.6.3 build.

that seems rather backwards to me.

can anyone explain this? anyone getting the same issue?

#1
01/20/2015 (6:08 am)
If the cost of iterating all possible occlusion candidates is higher than the cost of rendering all occlusion candidates then it stands to reason you'd get higher framerates if you didn't check for occlusion.

If this is the case, something is probably wrong with the occlusion test. Have to benchmark it somehow, but it smells like a bug.
#2
01/20/2015 (6:12 am)
these are 2 posts i saw on it before, but they are older

https://www.garagegames.com/community/resource/view/3751/2#comments

http://www.garagegames.com/community/forums/viewthread/119067

and this isnt a small 'un-used' level that im doing this on.
#3
01/20/2015 (6:35 am)
We saw the same thing in dhmc.
#4
01/20/2015 (3:23 pm)
If I recall we had a conversation concerning the terrain occlusion issues back in the early Steering Committee days. I know it was never working 100% correct.

Ron
#5
01/21/2015 (11:51 am)
how it can be switched off in script? like the editor does.
#6
01/21/2015 (12:49 pm)
im not finding it in the script yet

what I found was in code:

sceneCullingState.cpp


bool SceneCullingState::smDisableTerrainOcclusion = false;

im guessing make it true
#7
01/21/2015 (2:49 pm)
$Scene::disableTerrainOcclusion
#8
01/21/2015 (10:13 pm)
Thanks!