Quote:Original post by Cypher19
Quote:Original post by Brian Lawson
Quote:Original post by superpig
I know of at least one commercial PC-nextgen engine that uses them as the primary (and I think only) technique.
UE3?
My experience with HW occlusion queries is that they are fine if you can get them set up properly. However, that can sometimes (not always) be a bit challenging.
Quote:Original post by Sneftel
Huh... they do occlusion queries on every potentially visible piece of the level without regards to the player's position?
The engine that I believe superpig was referring to was the Serious Sam 2 engine, which is basically all occ-query based according to this interview. The interview says that it's all OQ, but they'll have large bounding boxes laid out in the level by a level designer to instantly cull numerous objects in one go. However, even those large BB's are still culled based on OQ results.
Actually, it wasn't the SS2 engine, but if they're doing hierarchical occlusion culling then it sounds like they're doing the same thing as the engine I
am thinking of (which, for NDA reasons, I won't name here). I point again to the chapter in GPU Gems 2 that describes how to do this stuff in both a hierarchical and temporally cohesive manner; by that technique, AABB trees plus OQs gives you a full culling solution (with frustum culling thrown in for good measure).
The conditional render stuff is already exposed in the D3D10 API, iirc. Worth looking into.