Machina Voxelizer - Frustum and Occlusion Culling v.redd.it/wzwmm2ngkxa81
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πŸ‘€︎ u/sHTiF
πŸ“…︎ Jan 10 2022
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Frustum Culling : completely disable gameobjects that are out of view and improve your frames. More info and links in the comments. v.redd.it/e0amrvvp12d81
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πŸ‘€︎ u/akheelos
πŸ“…︎ Jan 21 2022
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Frustum culling example youtu.be/1D_SDWjzO10
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πŸ‘€︎ u/_Nelzin
πŸ“…︎ Jan 17 2022
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Is there someway to run a function whenever and object enters or leaves the camer's frustum/field of view?

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.

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πŸ‘€︎ u/Code_Monster
πŸ“…︎ Dec 16 2021
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I turn the whole frustum river into this lol

https://reddit.com/link/qpaj3z/video/5yxqv63gicy71/player

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πŸ‘€︎ u/by_ru
πŸ“…︎ Nov 08 2021
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Abusing League's Camera Frustum

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.

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πŸ‘€︎ u/Texadecimal
πŸ“…︎ Nov 05 2021
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UE5 Issue with Frustum Culling

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

2: Camera pulled back while rendering is frozen

1: Player POV

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πŸ‘€︎ u/EATucci
πŸ“…︎ Dec 30 2021
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BEHOLD! - Mattia "Square Frustum" Binotto
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πŸ‘€︎ u/floris12fs
πŸ“…︎ Oct 02 2021
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Frustum Culling : completely disable game objects and their components when out of view and increase performance. Links in the comments. v.redd.it/wi3sgwkxdkz71
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πŸ‘€︎ u/akheelos
πŸ“…︎ Nov 14 2021
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View number tris visible only in camera frustum

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 camera’s frustum.

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πŸ‘€︎ u/eco_bach
πŸ“…︎ Dec 29 2021
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V4 of my Minecraft Project. Added a water shader, Frustum and occlusion culling, and ablock system. Now you can finally actually play the game. The itch.io link is here: https://flaroon.itch.io/minecraft-in-unity?secret=HcxmPZcb7TZYWcdDuLNwm5MQlqg. It is also in the description. HAVE FUN! v.redd.it/ltbh4yj9ehm71
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πŸ‘€︎ u/Mr_developerYT
πŸ“…︎ Sep 09 2021
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Mario 64 in 20:9 with improved frustum culling
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πŸ‘€︎ u/Less_Fat_John
πŸ“…︎ Jul 27 2021
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Frustum Culling

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.

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πŸ‘€︎ u/PyCo00
πŸ“…︎ Aug 29 2021
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[REQUEST] there is a frustum shaped pile of flour. Players take turns to remove a part of the flour, the player that causes the object on top to topple loses. What is the maximum amount of flour you can remove such that the resulting structure is just strong enough?
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πŸ‘€︎ u/69karatdiamond
πŸ“…︎ Sep 22 2021
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I had to do some pretty difficult pseudo-frustum culling to get this effect. Basically each bar is a separate object and it dynamically disables bars that would otherwise get in the way of the camera in parts where you're close to the edge or it's zoomed out. If you have questions I'll answer them!
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πŸ‘€︎ u/MomijiStudios
πŸ“…︎ Jul 13 2021
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[X-post] Is there a partial n-sided frustum segment volume equation? /r/learnmath/comments/q6q…
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πŸ‘€︎ u/Capt-Crash
πŸ“…︎ Oct 12 2021
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I ported my Procedural Unity 3D game to my own custom game engine made in C# and I show different optimization techniques I'm using. The game engine runs on DirectX, OpenGL and Vulkan. I explain what is Frustum Culling, a render graph, render list and a texture atlas. What do you think? youtube.com/watch?v=ZzB38…
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πŸ‘€︎ u/Ciberman
πŸ“…︎ Apr 05 2021
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Way to estimate the amount of overlap between a rectangular prism and a frustum?

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?

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πŸ‘€︎ u/snuffybox
πŸ“…︎ May 13 2021
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Frustum Culling : improve performance by completely disabling game objects that are out of view or a certain distance. Links in the comments. youtu.be/6ff8VjfJ-fo
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πŸ‘€︎ u/akheelos
πŸ“…︎ May 31 2021
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Who doesn't like to see frustum culling in action v.redd.it/e01wvosham061
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πŸ“…︎ Nov 21 2020
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Question on calculating the volume of a frustum (bucket)

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 it’s a frustum I should take two measurements at the top most and bottom most of the inside of the bucket correct?

(I’m 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 I’m programming and messing with depth sensors I’m trying to learn it all again.

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πŸ‘€︎ u/TrevinLC1997
πŸ“…︎ Jul 26 2021
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I ported my Procedural Unity 3D game to my own custom game engine and I show different optimization techniques I'm using. The game engine runs on DirectX, OpenGL and Vulkan. I explain what is Frustum Culling, a render graph, render list and a texture atlas. What do you think? youtu.be/ZzB38g-yRL4
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πŸ‘€︎ u/Ciberman
πŸ“…︎ Apr 05 2021
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Lower part of furniture leg with lion feet and frustum reddit.com/gallery/phucpz
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πŸ‘€︎ u/TN_Egyptologist
πŸ“…︎ Sep 04 2021
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Frustum Culling : Increase your frames and performance using this tool that disables game objects completely when they're not in view. Stop events, scripts, animations, sounds, basically any and all components on an object when not in view and re-enable on view, by disabling/enabling the object it assetstore.unity.com/pack…
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πŸ“…︎ Sep 03 2021
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I ported my Procedural Unity 3D game to my own custom game engine made in C# and I show different optimization techniques I'm using. The game engine runs on DirectX, OpenGL and Vulkan. I explain what is Frustum Culling, a render graph, render list and a texture atlas. youtu.be/ZzB38g-yRL4
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πŸ‘€︎ u/Ciberman
πŸ“…︎ Apr 05 2021
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[Technical] I ported my Procedural Unity 3D game to my own custom game engine made in C# and I show different optimization techniques I'm using. The game engine runs on DirectX, OpenGL and Vulkan. I explain what is Frustum Culling, a render graph, render list and a texture atlas. What do you think? youtu.be/ZzB38g-yRL4
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πŸ‘€︎ u/Ciberman
πŸ“…︎ Apr 05 2021
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I ported my Procedural Unity 3D game to my own custom game engine made in C# and I show different optimization techniques I'm using. The game engine runs on DirectX, OpenGL and Vulkan. I explain what is Frustum Culling, a scene graph, render list and a texture atlas. youtu.be/ZzB38g-yRL4
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πŸ‘€︎ u/Ciberman
πŸ“…︎ Apr 05 2021
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