Occluders: Performance Penalty?
10-02-2007, 06:18 AM
I just discovered func_occluders and I don't know why I haven't used them before. They're a wonderful thing and I want to use a million of 'em. So, is there a performance penalty? Is the vis calculation and blocking done real-time during the game or is done during map compiling?
10-02-2007, 06:23 AM
func_occluder prevents models from rendering behind them, and it's done real-time (sort of "if model = behind brush, then hide model")
10-02-2007, 06:30 AM
it's done real-time (sort of "if model = behind brush, then hide model")
you got the answer!: as it is done in real time it has an impact on performance... occluders must be used with precaution:
if the use of an occluders takes more performance for source engine to know if a model behind has or musn't be visible then it's useless!
occluders can only help if they really save the calculation of many models... overwise don't use them... they'll be more greedy than what they are supposed to save performance for!!
good thing to know whever it helps or not if you use them is to open +showbudjet in the console in dev mode and try this command:
go to the place where you use an occluder and type in:
r_occluders 1 or 0
see if it helps significantly to réduce calculation ... if it doesn't, then delete it.
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This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.