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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#ActualVilem Otte

Posted 25 March 2013 - 01:18 PM

Actually you *just* need to determine what pages of textures you need, you don't even have to render anything before main scene, and just guess them by distance (this is advantage, when you need to render F.e. stuff behind player (reflective wall?!)) - of course you can use a lot more complicated heuristics to decide which pages you need to load (you can also shoot some rays, etc.). So basically you *don't* need geometry pass.

 

Also using some better heuristics can eliminate problems when you can quickly rotate around, or such - though I know this isn't much of a problem for fast HDD.

 

Of course there are disadvantages, you'll effectively hold data that you don't need for actual (respectively next) frame - so it's a trade-off, you save geometry pass, but you most likely will need more memory to store the data.


#1Vilem Otte

Posted 25 March 2013 - 01:17 PM

Actually you *just* need to determine what pages of textures you need, you don't even have to render anything before main scene, and just guess them by distance (this is advantage, when you need to render F.e. stuff behind player (reflective wall?!)) - of course you can use a lot more complicated heuristics to decide which pages you need to load (you can also shoot some rays, etc.). So basically you *don't* need geometry pass.

 

Also using some better heuristics can eliminate problems when you can quickly rotate around, or such - though I know this isn't much of a problem for fast HDD.

 

Of course there are disadvantages, you'll effectively hold data that you don't need for actual (respectively next) frame - so it's a trade-off (as almost everything), you save geometry pass, but you most likely will need more memory to store the data.


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