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Nevermind I found it. Holy shit its real. Roblox actually pulled off perfect occlusion culling.

290,024 次观看 • 1 年前 •via X (Twitter)

10 条评论

Max ¯\_(ツ)_/¯ 的头像
Max ¯\_(ツ)_/¯1 年前

Relevant flags: DFFlagUseVisBugChecks FFlagEnableVisBugChecks27

Max ¯\_(ツ)_/¯ 的头像
Max ¯\_(ツ)_/¯1 年前

The VisBug codename for the feature made it slightly harder to catch, but it weeded itself out eventually. I faceplanted when it ended up being the flag I was looking for.

BADGRAPHIX 的头像
BADGRAPHIX1 年前

Max, can you give me the tl;dr on why this is big news? I'm not technical enough about graphics rendering to get it.

Max ¯\_(ツ)_/¯ 的头像
Max ¯\_(ツ)_/¯1 年前

Geometry that is hidden behind walls won’t be rendered, makes rendering more efficient.

A dumdum 的头像
A dumdum1 年前

Hold the heck up, you're telling me that this massive fucking game engine didn't have occlusion culling? More and more am I amazed at how much there is to improve on this shit game engine. Slight rant aside, is is the performance actually as bad as it's often portrayed to be?

Max ¯\_(ツ)_/¯ 的头像
Max ¯\_(ツ)_/¯1 年前

Roblox has always been about dynamic responsive real-time simulation without compromise. Other game engines use baking and precompilation to cheat occlusion culling.

James Landrum 的头像
James Landrum1 年前

This is dumb, I’m paying for this game I expect to get every triangle I’ve paid for.

FAKEAXIS 的头像
FAKEAXIS1 年前

Typical Colors 2 will finally not explode on bigger maps on mobile? Holy moly I need this update.

Charlie Shenton 的头像
Charlie Shenton1 年前

There have been robust occlusion culling techniques in games since around 2016 btw. "two-pass occlusion culling" is the term if you're curious about it. Still some limitations using it on mobile GPUs though. Not sure this is what roblox does, could be old school CPU HZB.

Pandan | GearGrit DEMO on Steam 的头像
Pandan | GearGrit DEMO on Steam1 年前

unreal and unity been real silent since this dropped

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