View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0006243 | The Dark Mod | Coding | public | 25.01.2023 12:39 | 25.01.2023 17:47 |
Reporter | Bikerdude | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | PC | OS | Windows | OS Version | 10 (21H2) |
Product Version | TDM 2.10 | ||||
Summary | 0006243: Light volumes that should be culled bleeding into other vizleafs | ||||
Description | In the map Welli and I are working on, there is a large single light in the fireplace on the ground floor. With the player stood in the basement and after inputting "r_showLightCount 1" we can see way more lights hitting surfaces than there are light in that vizleaf. So I stood still and look at each of the colours represeting amount of lights hitting surfaces - red = 0 green = 1 blue = 2 cyan = 3 pink = 4 white = 5+ And the white stood out as I could see it moving like a candle or fireplace. So I then nocliped to the room above and doused that fireplace. And then when that light off, I got a FPS improvement | ||||
Additional Information | @nbohr1more comented - "I wonder if some of this can be done at the dmap level since optimizing the realtime engine is a pretty challenging." | ||||
Tags | No tags attached. | ||||
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Light cannot be always culled by flowing through visportals. Read linked 0005172 for explanation why. |
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Date Modified | Username | Field | Change |
---|---|---|---|
25.01.2023 12:39 | Bikerdude | New Issue | |
25.01.2023 12:39 | Bikerdude | File Added: after.jpg | |
25.01.2023 12:39 | Bikerdude | File Added: before.png | |
25.01.2023 12:39 | Bikerdude | Relationship added | related to 0005190 |
25.01.2023 12:40 | Bikerdude | Relationship added | related to 0005172 |
25.01.2023 12:40 | Bikerdude | Additional Information Updated | |
25.01.2023 17:47 | stgatilov | Note Added: 0015884 |