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by chrisseaton
1300 days ago
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> None of these techniques is relevant anymore given that all the hardware has Z buffers, obviating the need to explicitly order the polygons during the rendering process. You can’t mean that all the polygons in a game world are now sent to the GPU, entirely relying on viewport culling and Z buffer to remove the ones out of view? I’m not an expert but I’m sure that’s not true - doesn’t Source and latest iD Tech use BSP right now for example? |
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The Source Engine still uses has a pre-built BSP for surface visibility. Source 2 has replaced this with a world-aligned visibility octree [1].
[0] The common solution these days is a low-resolution depth buffer rasterized on the CPU with SIMD, because doing it on the GPU would have noticeable latency... you've probably played a game where you turn into a twisty hallway and the walls/object in there only show up after a few frames... that's GPU occlusion culling at work.
[1] https://developer.valvesoftware.com/wiki/Half-Life:_Alyx_Wor...