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View Full Version : Importance of BSP / Vis?



Tom Havlik
12-19-2010, 11:11 AM
Hello friends,

Now that the iOS compilation process uses pre-computed visibility for optimization, is the roll of BSP significantly more important? I'm saying this under the assumption that Occlusion Culling is more widely used on PC and consoles, so essentially it shouldn't matter if a brush or model is occluding an object, it will get culled the same. The BSP process in UDK is way too fast to have the game rely solely on quad or octrees. Devices as small as the iPhone wouldn't have the power to compute culling without precomputed visibility.

How much more important have brushes become? Should we start making levels like we do for Quake? :)

Thanks, and merry Christmas!
-Tom

Tom Havlik
12-20-2010, 12:03 PM
Bump.

Someone asked this question over here (http://forums.epicgames.com/showthread.php?p=27824298&posted=1#post27824298).

joat
12-20-2010, 01:39 PM
Hi Tom,
Replied in the other thread as well, but the gist is that the precomputed visibility is independant of BSP, so when to use BSP versus static meshes hasn't really changed for iOS.

Cheers,
Michael Noland