Rendering - Line/Actors distance culling
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Rendering - Line/Actors distance culling
It's already been implemented in LZDoom and GZDoom has those cvars hardwired into console but they don't work. I'd like to get playing my huge maps with very same feature in GZDoom.
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Re: Rendering - Line/Actors distance culling
i'd like to see this as well.
similarly would also love if mappers were given a linedef flag to always cull sprites beyond it except when things are flagged otherwise for optimization by hand. probably harder to implement, one can dream though.
similarly would also love if mappers were given a linedef flag to always cull sprites beyond it except when things are flagged otherwise for optimization by hand. probably harder to implement, one can dream though.
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Re: Rendering - Line/Actors distance culling
It was really nice to cull the sectors in LZDoom, but I was saddened to see the same console commands just wouldn't work in GZDoom.
If you are going to need this, you are *probably* doing something wrong with your levels, but for my open world mod I would absolutely need this so the FPS does not go below 60
If you are going to need this, you are *probably* doing something wrong with your levels, but for my open world mod I would absolutely need this so the FPS does not go below 60
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Re: Rendering - Line/Actors distance culling
I'm now working on a mapset.
https://www.doomworld.com/forum/topic/1 ... e-wip-v02/
and distance culling that is present in LZDoom boosts performance very well, and due to the fact that the whole map15 is now just a set of 3D models with invisible geometry acting as collision and dynamic 3d floors are still standard 3d floors,
distance culling now doesn't contribute to visual issues. All it does now is that it helps to boost performance while keeping all the geometry visible, it's very nice, but I'd also like to suggest:
1. Define linedefs that will never be culled (skybox sectors) or the borders of a map that only show sky. As soon as linedefs distance culls them out, the precious skybox is not seen anymore in those parts.
2. It's same as the previous one, skybox sectors will not be affected by distance culling too so skybox never disapperas.
3. Please let the map editor to define distance culling parameters in the map editor or in MAPINFO (wall, actors distance values).
It's already been a massive boost but introducing these techniques will improve it dramatically both for older and newer hardware. It's so nice we are now able to run maps like these so smooth.
as a side suggestion here, wouldn't it also possible to disable shadowmaps for certain dynlights like "fake sun" here located in the top right corner of the map? Enabling shadows here effectively disables the dyn light by "occluders" or void sectors that are there to cull some parts of the map in certain areas.
https://www.doomworld.com/forum/topic/1 ... e-wip-v02/
and distance culling that is present in LZDoom boosts performance very well, and due to the fact that the whole map15 is now just a set of 3D models with invisible geometry acting as collision and dynamic 3d floors are still standard 3d floors,
distance culling now doesn't contribute to visual issues. All it does now is that it helps to boost performance while keeping all the geometry visible, it's very nice, but I'd also like to suggest:
1. Define linedefs that will never be culled (skybox sectors) or the borders of a map that only show sky. As soon as linedefs distance culls them out, the precious skybox is not seen anymore in those parts.
2. It's same as the previous one, skybox sectors will not be affected by distance culling too so skybox never disapperas.
3. Please let the map editor to define distance culling parameters in the map editor or in MAPINFO (wall, actors distance values).
It's already been a massive boost but introducing these techniques will improve it dramatically both for older and newer hardware. It's so nice we are now able to run maps like these so smooth.
as a side suggestion here, wouldn't it also possible to disable shadowmaps for certain dynlights like "fake sun" here located in the top right corner of the map? Enabling shadows here effectively disables the dyn light by "occluders" or void sectors that are there to cull some parts of the map in certain areas.
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