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nekto neizvestnyy 10.09.19 07:31 am

As the world is rendered in computer games?

how to draw the world into the computer. games?
The whole damn thing? Ie not dependent: I see you object or not - it still has its color.
Or visualized only that part which is included in the angle of the player, and yet invisible part of the memories and waits for the signal to display? And how visible objects are drawn? 100% visible or only visible part, and the back - invisible not drawn?
In my opinion the second option will be easier to play on higher graphics settings.
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MunchkiN 616 10.09.19

I would look at the example of Skyrim oblivion where it clearly.
VA first any engine uses Lody. even if it coridor. Lod is a low poly model with soap teksturkami
VA vtoryh engine normally uses MIP mapping. there are shorter one texture reduced texture. those say 1024*386*186*etc exactly size I don't know. the point is that objects which are far away and that for viewing angles less use of ROPS and texture units. video memory more. and the picture quality suffers a little. maybe it saves on middle end cards but on a normal GPU - multi GPU is not likely.
in 3 a very long time is a crap cut off invisible geometry. roughly speaking overcame some house and see the back of the stack cuts or simplifies. also works with objects that are behind the scenes. how exactly does it work do not know the details.
also there are more advanced technologies that directly remove invisible exactly at the moment beat due to the fact that they overlap other objects. for example there is a house behind it many small items but they do not like.
and finally, at the level of Shader quality Shader number and sampling voschem remotely dynamically changing. here's an example potsony isut way to turn off shadow in AC-and are they of good quality only in a certain distance and the radius of the review. they are in 5 orders of magnitude squarer what we see. and finally all normal engines would have optimized the game in terms of Kadyrov and lighting.

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nikita2112 10.09.19

Seen on the Board and Edge Lights: when you look at the waving flag, the shadow from it too kolyshetsya. And if you look away from the flag, the shadow is static. And in some games when you look in the scope with high magnification, it is seen that the model is low poly, and texture of the soap.