Pages in Optimization
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Optimization
General advice on how to optimize games
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Lossy Compression
Voxels don't need to be exact values all the time, allowing for lossy compression.
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Back Face Culling
Removal of geometry not facing the camera.
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Cluster Culling
Efficiently culling small clusters of geometry.
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Interior Culling
Removal of geometry hidden within geometry.
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Portal Culling
Removal of geometry that is not in the same 'room'.
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Compression
The many ways to compress volumetric data.
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Rendering: Culling
In general, (visibility-) culling is the process of limiting the amount of things rendered (both geometry and drawcalls) to manageable levels, so the GPU doesn't go up in flames.
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Level Of Detail
Replacement of geometry that is too small with lower detail geometry.
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Run-Length Encoding
Run-Length Encoding (or RLE for short) is a type of compression that encodes sequences of repeating values in just a few bytes!
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Distance Culling
Removal of geometry that is too far away.
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Palette Compression
Compressing voxels like one would a GIF-image.
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Occlusion Culling
Removal of geometry that is fully hidden behind other geometry.
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Frustum Culling
Removal of geometry that is outside the cameras view region.