A list of puns related to "Frustum"
I just need to run a small function whenever and object gets frustum culled. Sort of like the signal visibility_changed() but runs when object enters or leaves the frustum/field of view.
https://reddit.com/link/qpaj3z/video/5yxqv63gicy71/player
I've never seen these points before, so I'd like to share a little discovery of mine.
League, being rendered in 3D, has a camera projection where geometry in the back of the camera appears smaller than that in the front. The camera is visibly angled slightly upward, and as such, you have a slightly better FOV at the top of your screen. I noticed this back when I still played on locked screen, and I found I was more comfortable playing from blue side ( although, now I actually have a higher WR when playing from red side ), as I was more frequently looking at the top of my screen. That's rather minor though, and nullified by map awareness, and better camera positioning.
The way I more frequently get use out of this knowledge is when warding. When casting a ward with indicator or normal cast, you can see a ring, displaying the vision range of the ward, from where it would be placed. If you move the ward up and down on your screen, you'll notice the projected size of the ring gets larger and smaller. When placing wards over walls, there's often a point where the side of the wall, the ward will land on, will change after you cross the center of the wall. This snap will be visible in the vision range of the ward's indicator. So, when you go to throw a ward over a wall, you can indicator cast, move your cursor across the general area you expect the center point to be at, then release, after the vision range indicator snaps; bigger or smaller, depending on which side of the wall you're warding from.
I frequently use this when warding the enemy's blue from red side, and blue side. I'll try to confirm pixel and the adjacent brush, on the enemies' side is vacant, then walk to the base of the blue buff's pit ( the flat part, touching the river, specifically ), and place the ward, when the vision circle snaps. This is great for spotting the enemy jungler, doing their blue buff, or to spot enemies, rotating to contest an objective. I hope you get to abuse these tricks as much as I have.
Hi all, I am currently working on optimizing a level for my game in UE5 Early Access, but I seem to be having problems with meshes still being called even when outside the camera frustum- only a select few models, mainly UE planes I have added as temporary sidewalk, as well as lights, are actually being culled, while the entire remainder of the map is still being loaded in. I've attached three images below to show this issue. After taking the image 1, I froze rendering and pulled the camera back to get image 2. As you can see from comparison to image 3, very little was actually culled. Could this be an issue with World Partition or the mesh bounds? I have explored both options and am unsure. Any help with this problem would be greatly appreciated, as this is a serious impediment to getting stable FPS.
3: Scene with rendering unfrozen
Trying to determine the impact that LODs are having in my scene. Can anyone tell me what Console or menu option will show only the number of visible Tris in a level? This is the number visible only in the viewport or in a selected cameraβs frustum.
Hey, I am looking to disable stereo_mode_use_shared_parser =True but there is very little documentation. In the Graphics lua it shows as false, but I still have the issues that come with it being on. Is there a different Lua that would be affecting this???? Thank you in advance.
I am looking for some way to estimate the amount of overlap between a rectangular prism and a frustum. The rectangular prism is probably always going to be larger than the frustum itself. Basically if the prism overlaps the frustum completely the overlap function should output 1, and if the prism is completely outside the frustum it should output 0. And hopefully if it partially overlaps it outputs a value between 0-1 that is the amount of overlap. It doesn't need to be a perfect estimate I think, but it should get close and should be correct for cases where its completely overlapping or completely separate.
This will be used to voxelize the prism into a view frustum aligned 3D texture, where each entry in the 3D texture is a frustum itself.
Any ideas?
This may sound like a dumb question but instead of using the outer diameter of the bucket for the calculation I should be using the inner diameter instead right?
And because itβs a frustum I should take two measurements at the top most and bottom most of the inside of the bucket correct?
(Iβm assuming outside diameter is for total volume of a bucket while instead is the amount the bucket can store)
I was never good with geometry in a school but now that Iβm programming and messing with depth sensors Iβm trying to learn it all again.
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