This object is in archive! 

Optimization to not render covered textures

HelloGoodbye shared this feedback 2 years ago
Not Enough Votes

I dont know what is more difficult, rendering block faces that are blocked off or determining which faces to render and which to ignore. I wanted to start this topic to discuss and bring to light that there are potential opportunities to lessen the graphical load.


The example below shows a wall of sloped blocks where the sides are still still rendered as opposed to full block sides which are ignored when bordered by another block. Additionally obscured full block sides on non-armor blocks like those on conveyors, sliding doors, catwalks, and armored panels could be marked to be ignored as well.


This is more a polish item than a interesting feature but when the game runs better, the builds can get bigger and crazier!


2aa123f8eba68c9fa3911f153864e12b

51edd8cc939a0c49ce23e839d57bc5cc

Replies (1)

photo
1

Are you sure they're really not rendered? Just because they are rendered while you're looking at them from the inside doesn't necessarily mean that they are always rendered even when other, outer surfaces obscure them.

Typically, 3D graphics engines do include some form of culling that prevents or minimizes spending rendering of obscured or obstructed elements already anyway.

The problem is more like, why are those particular surfaces visible when looked at from within what's supposed to be continuous solid walls.


Suggest you write a bug and prepare a list of blocks where that problem applies to. For example:


df1f7211f8ec70362b7bcd0366691128

9d86f9b707d416301155d4b5ef49c74f

Leave a Comment
 
Attach a file