Jump to content
  • Advertisement
Sign in to follow this  

Opinion on Quality-Cheating

This topic is 1462 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey guys! Me again!

I solved several problems now (including weird effects when culling etc).

Now I want to tune up the performance a little.


As I stated, the vertex/indexBuffer gets loaded every update, meaning the recursive methode goes through the nodes

and looks if it needs to get deeper to get the subdivisionlevel needed.


This means If I got a high amount of steps to do every update-cycle.


I've come up with an Idea to reduce this.


As I calculate the angle between the CamToLookAt-Vector and CamToPoint-Vector for reducing the amount of

Nodes that has to go down all the way, I can change the Angle at which things will be just staying at MinimumDepth.

If I now set the Projection-Matrix to have only a View-Field of, lets say, 25, things will look much bigger.

This, of course, requires a little higher MinimumDepth (but not that much, as at a depth of 3 the Sphere already looks kinda round), but

gives me the oppertunity to clip at a very smaller angle and thus reducing the amount of polygons to be calculate every step.

How do you think of it?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!