Occlusion Culling - GameGuru MAX

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  • Опубликовано: 8 сен 2024
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    GameGuru Max Core Optimizing, Occlusion and Apparent Size Culling.
    BIG Thanks to all the current supporters on Patreon!
    I still need some days work on this one, so consider supporting my work, this is what makes it possible to use the time needed to add great stuff like this to Max.
    Note: You can also download the latest version of my other apps like:
    DBO Viewer
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    MAX Standalone Optimizer
    And more!
    Thanks for the support :)

Комментарии • 18

  • @naderb102
    @naderb102 6 месяцев назад +1

    Very wonderful work. You impressed me with the amount of work you did in a short period of time compared to the TGC team that owns the engine... You outperformed them and I look forward to your future work in terms of improvements and adding features to the engine. I hope that I will be able to provide support in the future via Patreon...Thank you again, I was surprised by how talented you are🤩

  • @AudioMayhem100
    @AudioMayhem100 6 месяцев назад +1

    Lee should hire you.

  • @rvanner
    @rvanner 6 месяцев назад +1

    Excellent work yet again Preben! How could open worlds be more optimised - are there techniques you could use to ensure objects much further away don't take so long to render / take up draw calls?

    • @fearlesswee5036
      @fearlesswee5036 6 месяцев назад +1

      Open world games typically do what is known as "asset streaming". This can come in many forms, but the tl;dr is essentially that assets far away from the player aren't even loaded into memory, let alone rendered. For rendering distant objects to ensure distant locations can still be seen, there's a few techniques; for example in Bethesda's engine the world is divided into many squares, called "cells". *All* the static objects in a cell (trees, rocks, cars, buildings, etc.) are bundled together and baked into a singular, low-quality LOD mesh. (Think of it like shrink-wrapping all the items in a cell, and then painting this crude sculpture to appear like the original scene.) This LOD mesh takes up very little memory, so it can be retained in memory at all times, and rendered at that location, so that from afar you can still see the buildings and other large objects. When the player gets near that cell, it will start to load into memory the actual individual assets, fade out the LOD mesh, and reveal the high-quality detailed assets.
      Asset streaming would be a HUGE change to MAX, and probably not feasible right now, particularly with the impending file structure change coming with the new project system.

    • @MakingGames
      @MakingGames  6 месяцев назад

      Adding LOD for far away objects, that do not use textures but bake vertex colors from texture into mesh, so far away objects can be batched into single draw calls , even if objects used different textures. that would be a great start. when you dont have textures your also able to bake mesh chunks so "large objects count" loops is not needed :)

    • @rvanner
      @rvanner 6 месяцев назад

      @@MakingGamesHow about adding draw priorities to objects? The lower the number the more important it is to be drawn. Objects with higher numbers only get drawn when they are a certain distance from the camera. I notice this in Red Dead 2. Bushes will still pop into view as you get closer to them - it's not often but even big engines do these tricks.

    • @MakingGames
      @MakingGames  6 месяцев назад

      If you look at the video again, then notice a slider below the "Occlusion Culling" checkbox this is to control "Apparent Size Culling" and is exactly that , so already added. I will make another video about how to use it :) @@rvanner

  • @user-iq9rf9ut4n
    @user-iq9rf9ut4n 6 месяцев назад +1

    I don't see this in the latest experimental build on my end. Looks like this hasn't been released to the 'public' yet. Is anyone seeing this in MAX yet?

    • @MakingGames
      @MakingGames  6 месяцев назад

      This has not been added yet, its not yet ready :)

  • @RimbawanGerilya
    @RimbawanGerilya 5 месяцев назад

    Would be great if you could boost your mic volume.

    • @MakingGames
      @MakingGames  5 месяцев назад +1

      Thanks I will try to boost it a little for the next video :)

  • @philosophyofgame6155
    @philosophyofgame6155 6 месяцев назад

    Hey, wasn't something very similar added to classic a while ago? I think also made by you? The thing is - the culling in classic doesn't work now, and I tried on 2 different updates to make sure... Maybe you could turn it back on in classic?

    • @MakingGames
      @MakingGames  6 месяцев назад +1

      You should really add the issue to GitHub, or it will never be locked at. But yes if there is interest from the Patreon supporters for some Classic work I might do some there, but currently there is very few supporters from Classic , so not sure ? :)

    • @philosophyofgame6155
      @philosophyofgame6155 6 месяцев назад

      @@MakingGames I can buy your patreon acces if it will convince you to fix few things in classic :D

    • @MakingGames
      @MakingGames  6 месяцев назад

      Not really :) , but DM me on discord with a detailed explanation what is wrong, I might then take it up the next time I do classic fixes :)@@philosophyofgame6155

    • @philosophyofgame6155
      @philosophyofgame6155 6 месяцев назад

      @@MakingGames Yoo if you fix my issues Im buying high tier :D I'll send a message on discord :)

  • @mk83_Daniel_Williams
    @mk83_Daniel_Williams 6 месяцев назад

    Great job, thanks But, I don't see it in mine. I'm on exp build.

    • @MakingGames
      @MakingGames  6 месяцев назад +1

      Not done yet, but nearly there, still working on it. And thanks for your support on Patreon I really appreciate it :)