1/11/2024 0 Comments Killing floor 3 engine![]() i7-2700k 3.4GHz - Looking around 14-18 hours in build time. ![]() i7-8700k 4.3GHz - Looking around 7-9 hours in build time.Using an Outpost sized map as an example the build time can vary based on your CPU. ![]() The more threads and higher clock your CPU has - the faster the build will be. PCV build time is solely dependent on how powerful your CPU is.Hardware significantly impacts build time.You can, disable the requirement to build it in the lighting build options.Full Sized maps (Eg: Outpost, Paris, Biotics) may even take up to 7-9+ hours depending on your hardware.Small maps which might take 1min to build lighting may now take up to 30mins to even 2 hours or more to fully build.Adding PCV to your map will SIGNIFICANTLY increase your lighting build time.However, depending on your map size and even your PC hardware, you may want to consider some things: Ideally, all maps for KF2 should try and be as optimized as possible - This means that eventually, yes, you should do it. TL DR: Its a method to increase performance in the map. However both should be used to improve your map's performance. Further discussion on Distance Rendering can be found here. It should be mentioned that PCV is a different rendering system from the Distance Rendering you can set for individual actors in your map. The function is to keep the draw calls in a manageable area and squeeze as much performance as possible out of the maps. It is used in KF2 since we use a deferred renderer instead of the front renderer typically used in Unreal engine based games. Traditionally PCV is used on mobile games and some consoles. Doing so allows the engine to determine immediately what should be rendered instead of requiring iterations and queries used by the Dynamic system, ultimately reducing rendering time and increasing FPS. Precomputed Visibility (PCV) aims to increase performance by statically saving the occlusion culling to the map. This is fine in a generally speaking but it does require additional performance cost in determining what should be rendered and may encounter some problems and fps drops when rapidly moving the camera or moving around corners. By default all maps made for Killing Floor 2 will use this in some form or another. Unreal Engine 3 has an automatic system set up for this called the Dynamic Occlusion System. In a general sense, when a user is not looking at something, or an object is fully hidden/obscured behind another, it should not be rendered as the user cannot see it. ![]() The official documentation is important to read to grasp a stronger understanding of it ( ) however this page will tend to cover aspects not covered in the documentation and aspects more specific to Killing Floor 2.Īs a means to increase performance, most game engines try to reduce the amount of things rendered on the screen by using a technique called Occlusion Culling. This documentation aims to explain what Precomputed Visibility is, the benefits of using it, when it should be implemented and miscellaneous things to consider when approaching and tweaking it. ![]()
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