I ended up not doing the cvar thing today, although that's going to be easy (I'm just going to reuse stuff from the alias system).
Instead I tuned the occlusions system a little bit more after observing that one mod was creating over 100,000 query objects! Surely something wrong there.
We can now reuse objects for different entities as soon as they go idle, which - in conjunction with the dynamic cutoff - reduces that mod's usage to about 15, while still retaining the full performance benefits of using occlusion queries in the first place. Big difference.
In practical terms this means that you'll get some extra performance (as so many objects don't need to be checked each frame - but it's not that big a deal as most of those 100,000 would have been idle and therefore not checked anyway) and a nice speedup on map loading (as so many objects don't need to be destroyed and recreated each time).
Tuesday, March 16, 2010
Even more Occlusions
Posted by
mhquake
at
9:40 PM
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