Beginnings of Culling

Both my laptop and my desktop seemed relatively happy with 1,000,000 triangles per frame, in several materials. And the entire world will probably come in around 750,000 triangles. So that’s great!

Except…

Not everyone has hardware from 2014 and 2015. And, anyway, for certain optical effects I need to do between 3 and 5 renders per frame. So, can’t just render the whole world every frame.

So I’ve started adding culling to the engine. Here’s a quick test where couple of hundred parts (individual object meshes) are hidden and shown per frame. Managing those lists can be expensive, but it can be easily trickled out across multiple frames as needed.

Sadly, QuickTime Player screen capture is somewhat low-quality. Seeking better screen capture solution…

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