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Do we want custom culling ? #924
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Good question, actually. Getting better FPS is always tempting, for sure. Another thing is I'm pretty sure Ogre already does culling on unviewable tiles (otherwise FPS would be very low whatever the viewpoint), so is it worth it? I know such technical stuff can take time and I wonder whether you'd rather want to spend your time on more requested features than this one, being potentially not functional enough in the end. (Remember that now we have normal maps, fps are forcefully a but lower.) @oyvindln @hwoarangmy WDYT? |
As you say, better FPS is always welcome. However, since it is a pretty technical feature, could you please explain how you want to do it ? |
For large maps ( 400x400 ) I get speedup from 30fps to 44fps . By using the tile culling . |
See #954 for the start of implementation. Missing fixes are there. |
@hwoarangmy Isn't this done, btw? |
Yes, done in #1198 |
As in question , I implemented a version of custom made culling and the framerate significantly rised .
There were two mechanism involved sometimes causing crashes. The issue is whether is worth for me to reimplement them ; would they be merged into final code if I somehow achieve the non-crashing status for my code ?
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