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* the LOD algorithm should be moved to a separate thread, otherwise it really will just drain on the main thread, and will have less, if not worse performance that is possible with a properly implemented LOD system. This may have some problems however due to the potential for the LOD system to have issues with the property tree and threading. | * the LOD algorithm should be moved to a separate thread, otherwise it really will just drain on the main thread, and will have less, if not worse performance that is possible with a properly implemented LOD system. This may have some problems however due to the potential for the LOD system to have issues with the property tree and threading. | ||
* It may be wise to base the LOD changes off of Rembrandt, rather than the current FGFS code base. Deferred rendering from Rembrandt is a major rendering change, and it may or may not play nice with a new LOD implementation based on the non-deferred rendering of the current code base. | * It may be wise to base the LOD changes off of Rembrandt, rather than the current FGFS code base. Deferred rendering from Rembrandt is a major rendering change, and it may or may not play nice with a new LOD implementation based on the non-deferred rendering of the current code base. | ||
* For higher end GPUs, implementing some of the techniques from these blog posts may help increase FPS on OpenGL 3 and 4 level hardware. [http://rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod/] [http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/] [http://rastergrid.com/blog/2010/10/opengl-4-0-mountains-demo-released/] [http://rastergrid.com/blog/2010/06/instance-cloud-reduction-reloaded/] [http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/] | |||
= References = | = References = |
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