A heads up for some, but if someone already have an experience to share with this feature feel free to list your specs and how it affected your gameplay so far!Software Occlusion Culling (Beta)
Software Occlusion Culling is now available as an optional graphical optimization. Enabling this feature will prevent the game client from performing rendering calculations for objects that are completely hidden from view by other objects. Doing so can provide a performance boost at the cost of additional memory usage. You can test this feature by adding the following line to your UserSetting.txt file: SET SoftwareOcclusionCullingEnabled "1"
KilianDermoth wrote: »What I am wondering is if it takes more CPU power (because of software, I guess its done on the CPU side) or less (maybe the CPU has to prepare less for the GPU this way and improveing performance of both).
Because on my computer I think the bottleneck which causes lags and stutter is the CPU, not the GPU. Especially if many players are visible who activate many AOEs, buffs, effects and such which interact with each other (trial setting for example).
On a strong CPU and low GPU this option might for sure work and improve the games performance but I am not sure if it works also the other way (not saying my CPU is weak but the game seems to be CPU heavy, especially in some situations, while GPU performance can be easily fixed by lowering quality).
Maybe I just have to try it out.
I thought it included hidden by objects, now this is probably careful and if you have an Khajiit and only the tail tip is visible the entire character is rendered but I thought this was something done as first step of rendering there you create an view of the 3d environment. Its no way an entire dungeon is rendered all the time stuff like that should change framerate depending on the direction you was looking.
colossalvoids wrote: »
That was my understanding also.
I thought it included hidden by objects, now this is probably careful and if you have an Khajiit and only the tail tip is visible the entire character is rendered but I thought this was something done as first step of rendering there you create an view of the 3d environment. Its no way an entire dungeon is rendered all the time stuff like that should change framerate depending on the direction you was looking.
I thought occlusion culling had been standard for as long as we had 3d games?
I thought occlusion culling had been standard for as long as we had 3d games?
I remember bethesda advertising it for Oblivion as new revolutionary tech they be deploying specifically with this game, so I would say, there was definitelly period of 3d games existing when it was not industry standard.
But then considering ESO started development after oblivion released, and a number of games older than ESO that had it from the get go, it is surprising to learn it was not a thing in ESO up until now.
mbeetley_ESO wrote: »I thought occlusion culling had been standard for as long as we had 3d games?
I remember bethesda advertising it for Oblivion as new revolutionary tech they be deploying specifically with this game, so I would say, there was definitelly period of 3d games existing when it was not industry standard.
But then considering ESO started development after oblivion released, and a number of games older than ESO that had it from the get go, it is surprising to learn it was not a thing in ESO up until now.
I believe those earlier references, e.g., the one about Oblivion, were to Ambient Occlusion, which is a technique for rendering shadows (and maybe other things too). ESO has had that in one way or another for a long time. This Occlusion Culling thing is something different. Not saying other games haven't used something similar to it, mind.