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IDProjectCategoryView StatusLast Update
0006243The Dark ModCodingpublic25.01.2023 17:47
ReporterBikerdude Assigned To 
Status newResolutionopen 
PlatformPCOSWindowsOS Version10 (21H2)
Product VersionTDM 2.10 
Summary0006243: Light volumes that should be culled bleeding into other vizleafs
DescriptionIn 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."
TagsNo tags attached.


related to 0005190 assignedstgatilov Frontend optimizations due to connectedness of entities/surfaces 
related to 0005172 assignedstgatilov Improve interaction culling: case when player-visible object is not visible from light 




25.01.2023 12:39


after.jpg (21,746 bytes)   
after.jpg (21,746 bytes)   
before.png (45,935 bytes)   
before.png (45,935 bytes)   


25.01.2023 17:47

administrator   ~0015884

Light cannot be always culled by flowing through visportals.
Read linked 0005172 for explanation why.

Issue History

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