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Posted

I'm looking at implementing a form of large-scale occlusion, similar to ENB skylighting. 

The original presentations which used this technique, render the depth maps offline.

To render offline would make the effect have almost no cost to performance, otherwise I need the basically render the game twice.

I don't know if it is possible for DynDOLOD to render out depth maps. But if it was possible to render out a depth texture of each cell, which I can then use at runtime. That would be amazing.

Furthermore if the textures had mipmaps, it would be possible to approximate shadows on very distant terrain which would be impossible to do at runtime otherwise.

 

This is the simplest form of large-scale occlusion for interactive framerates. This is used by Red Dead Redemption 2.

 

 

2 answers to this question

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Posted

You understand object LOD generation is combining a bunch of single meshes into larger meshes. Terrain LOD is building a mesh from a height map. Terrain textures are "splatted" according to alpha layer information. There is no rendering. TexGen can barely load simple static NIFs and render a diffuse/normal map side view of it in a very controlled setting and format.

Loading entire "cells" to render something from it is not possible at this time.

  • 0
Posted

Thanks for the response. 

Yeah I was unsure if you'd be able to do it. Just making sure before I started work on the runtime version.

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