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IT EVEN WORKS IN REAL TIME WITH PHYSICS. I don't know if any game engine out there has something similar to this right now. This is nuts.

23,520 次观看 • 1 年前 •via X (Twitter)

11 条评论

Max ¯\_(ツ)_/¯ (On Hiatus) 的头像
Max ¯\_(ツ)_/¯ (On Hiatus)1 年前

Roblox's occlusion culling is so mesmerizing to look at in wireframe mode. It just works... and it's instantaneous too. This is incredible technology.

Joshua Wilde 的头像
Joshua Wilde1 年前

Every single modern game engine has had something like this for years now. Or even more complex.

Wing 的头像
Wing1 年前

i wonder what the overhead is on this, is it really just free fps for even the lowest performing devices?

Charlie Shenton 的头像
Charlie Shenton1 年前

Unreal and most internal engines at large publishers do this. Ubisoft since ~AC Unity (2014) as far as I remember. Unreal as part of nanite. here is a 2015 SIGGRAPH talk which explains the technique among others, though modern variants are different.

Max ¯\_(ツ)_/¯ (On Hiatus) 的头像
Max ¯\_(ツ)_/¯ (On Hiatus)1 年前

Hey! Thanks for correcting me on this. I definitely jumped the gun a little and assumed everyone was still baking things.

Bracoeth 的头像
Bracoeth1 年前

roblox has trapped a wizard in their hq and is forcing them to perform miracles

FAKEAXIS 的头像
FAKEAXIS1 年前

I really hope they give a talk on this, I'm interested in knowing the details and how its so performant to be ran on every frame. I'm guessing heavy use of axis aligned bounding boxs?

Konnie 的头像
Konnie1 年前

Awesome!

Jessy 的头像
Jessy1 年前

oh you updated to windows 11

PaperMartin 的头像
PaperMartin1 年前

Most of them do

MÖÖÑ📈 OR DUMP📉 CALLS 📞 的头像
MÖÖÑ📈 OR DUMP📉 CALLS 📞1 年前

Good

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