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BSP vs Static Meshes

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  • BSP vs Static Meshes

    Hi,
    I'm intersting what is the batter for performance, BSP brushes or static mashes. I know that complexity of mesh indicate to game performance , but for example for building walls, stairs and some general purpose object it is batter to use BSP brushes or static meshes.
    Second I walk arround 3DBuzz tutorials ( I'm now at the section building simple level ) and I know that tutorials are write before year ago, but as I see the educator use BSP materials for BSP brush surface, and I see that some of that materials are not included into Mobile Editor, so my question is can I and if I can how include this materials from UDK Editor to UDK Mobile Editor used for this tutorial lessons.

  • #2
    Well i know Static Meshes are better because you have more control in terms of optimizing them for your scene/game, i'm pretty sure BSP's are mostly used to block out levels (Buildings, paths etc,) then replaced with finished meshes later on, as for your material question check out these threads, one being mine, as i had a similar issue with mats in the Mobile editor...

    http://forums.epicgames.com/showthread.php?t=754772

    http://forums.epicgames.com/showthre...ht=rock+meshes

    best of luck!

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    • #3
      Static meshes are much cheaper memory-wise, and if you're developing for mobile, you'll come to find very quickly how important that is. Take a look at the demo map of Citadel. Not one piece of BSP in the entire level.

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      • #4
        Thanks , I look around and other users say that is batter to use static meshes, so I guess it's batter to model a scene in some 3D Model Editor souch as 3DSMax, Maya, Blender stc, and then export scene to UDK.

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        • #5
          Originally posted by BadKarmaWalking View Post
          Static meshes are much cheaper memory-wise, and if you're developing for mobile, you'll come to find very quickly how important that is. Take a look at the demo map of Citadel. Not one piece of BSP in the entire level.
          I disagree. They're cheaper during occlusion culling, but iOS is using precomputed visibility (this is a guess.) BSP is the method of dividing the level up for such things. There's not much of a reason for them other than performance.

          Also, I just asked this question, and nobody answered it. Why not just bump my topic?
          http://forums.epicgames.com/showthread.php?t=754987

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          • #6
            The precomputed visibility information works for other types of occluders besides BSP.

            There is more information on the system here, but the gist is that static opaque shadow casting primitive (BSP, StaticMesh, etc...) will function as an occluder. Masked transparent objects won't work, and dynamic objects obviously won't work.

            Cheers,
            Michael Noland

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            • #7
              Thanks a ton I figured you guys were using octrees built from BSP or other old school methods of precomputed visibility. I wish you a merry Christmas!

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