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Optimizations


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I've seen BSP trees are mentioned in documentation of Unigine. Is scenery automatically converted to BSP tree?
I plan to use interior scenery. And what is the reason for removing sectors/portals from Unigine?

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There is a spatial (BSP) tree under the hood that stores all the scene data in optimized way. You can use Occludes to hide some objects if required.

However, I would recommend to start thinking of optimizations once you will build the complete scene. Maybe simply setting LODs and correct visibility distances for objects will be enough and no additional steps will be required.

How to submit a good bug report
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FTP server for test scenes and user uploads:

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Are there cases, where BSP tree creation process in background is not enough and you would have to rely on occludes?
 

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