Clipping according Bounding box visibilty

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Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Clipping according Bounding box visibilty

Post by Veleran » Mon Nov 17, 2008 4:22 am

When you fill rooms with items as staticentities or statimesh actors,these are rendered behind walls when they are on screen unless you put them in sealed spaces and place area flagged doors.
It is common to have a big room with some smaller sealed area rooms inside it.
Even then,when someone opens the door all actors inside each room is rendered.

That is ok,but if you set pawns to patrolling they trigger doors open and more polycount is added from the contents of the rooms they came in/out.
The same is for multiplayer,though it is not implemented yet:When other players open doors and are in the same big main room,if you are facing at the rooms they opened the framerate gets a hit.

Without patrolling pawns and other players,still the framerate optimization could be done if the bounding boxes of all actors that are not visible by the player could get clipped.

Untill now the actors get clipped if the bounding box is off screen,and the pawns also get clipped when the root bone if of screen (even if the rest actor is inside screen).

What i am saying is that,since pawn scripts check if the player bounding box is visible in their field of view
and do not see the player if a Bsp wall is between them,
I thought maybe a general built-in script could be run so that any actor bounding box that is not visible at all in the camera field of view would get clipped and it wont get rendered behind walls.
This way large pillar actors and domes can be rendered if at least a portion of their bounding box is visible in screen behind walls,while the smaller decor and pawns would get clipped and free up the framerate.

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