[ QUOTE ] I'm not sure if mesh data is the big saver, I think in most engines they actually create new geometry for each instance. I think its texture data and video memory that are the big savers when it comes to employing instances. [/ QUOTE ] Wuh? Isn't that the exact opposite of what instancing is for? Surely if you…
Yeah I think you're just not getting it... I never said that 100 unique textures is less intensive than 1 texture. I said that instancing an object or not, has no effect on texture budget. In the majority of cases you will be instancing objects sharing the same texture... Imagine this: - You have a tree model using 1…
I'm not sure if mesh data is the big saver, I think in most engines they actually create new geometry for each instance? I think its texture data and video memory that are the big savers when it comes to employing instances?
well frankly not sure how bf2 does it exactly, and you should be aware that physics/collision very often has its own representation of the world vs the visual world, so instancing can refer to rendering / physics and might coexist in different means... the collision static mesh, might be made of box primitives, a lower…
Collision and lighting calculations are a couple improvements. Object culling is another big plus for using instancing. Instanced triangles are always better than non-instanced. I can't copy and paste from the UDN as far as Unreal goes, but it is definitely a big improvement. Remember that you will always draw the entire…
thing is we will get all kinds of "gossip" and opinions, simply as engines may do things differently, as I mentioned in my first post, you can render the same mesh at different locations with numerous ways, each way has its pros and cons. hence some of you guys will say x and others y and other z, and each may be "right"…