craig.biggs_ Posted February 19, 2014 Share Posted February 19, 2014 Hi, In the SDK documentation it suggested that light scattering will not work correctly unless the camera far plane is set at 10000m. In our simulations this is typically a fair way longer than what we usually set it to (maybe 4000m). As a result of having the shorter far plane, we've been observing that our clouds look terrible (one of my colleagues only just saw the page with this 10000m figure in the SDK documentation, but we've been living with terrible looking clouds for a while). So my questions would be: - Is it possible to set the far plane to 4000ish and have the scattering looking better ie is there any configuration options that ensure that scattering looks good at shorter far planes? - And possibly more to the point, if we set the far plane to 10000 but ensure that our LOD distances of our scenery are appropriately set, are we going to see a huge performance drop frame rate wise when compared to running with the shorter far plane? Are there other mechanisms in the content build (performance wise) that you would recommend using to offset the fact that we have such a long far plane? thanks Craig Link to comment
ulf.schroeter Posted February 19, 2014 Share Posted February 19, 2014 Craig, it might be possible to keep camera far distance at higher values, but limit world/object rendering to lower distances (e.g. 4000 in your case) via common render settings world and object render distance settings. This should have only minimal (if any) impacts on performance. At least this can be easily tested in the editor. Link to comment
craig.biggs_ Posted February 19, 2014 Author Share Posted February 19, 2014 Thanks Ulf, will give this a shot. Link to comment
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