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Occlusion Planes; Am I missing something?


Radioactivelad

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Just curious if I'm misunderstanding what they're for.

 

I *thought* they were walls that automatically culled everything on the other side of them, like a simpler roombound, but that doesn't seem to be the case. Near as I can tell, the only thing they do seem to cull is actors and placeable water. Is it just yet another little thing that was broken in the NV iteration of the engine?

Edited by Radioactivelad
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A few notes gathered about Occlusion Culling, credits to Macintroll.
Occlusion planes only hide terrain, grass and npcs.

Multibounds will hide Statics.
If you want to hide a static or a moveable static behind an occlusion plane you also need to make a multibound including the object(s)
You cannot combine 2 occlusion planes (despite wiki)
If a single pixel of the roombound is not behind the occlusion plane, everything inside it will be rendered.
Occlusion planes are generally added inside or behind walls.
A SCOL will be considered as one object by the game.

 

ME13SHDE_t.jpg

 

https://geckwiki.com/index.php?title=Occlusion_Culling

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The Occlusion Panes (OPs) in vault 21 don't do anything except hide NPCs and Creatures (as ExhalePit said). I just tested this in Vault 21 by putting a pipe that stretched from one side of the OP to the other., so I could find the right spot to test it It did not obscure anything until I told Ed-E to wait on the other side. It culled him from being rendered.

 

Here is where I got my info on it: Occlusion Culling

 

I also saw in the GECK that they use Room Bounds and Portals in that cell a lot too.

 

However, since I have never had rendering problems in that cell, I see no reason to mess with it.

 

I tested using a Multibound and OP in an interior cell years ago in FO3. It didn't work. Does it work in FNV?

Edited by GamerRick
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