First, very nice demo For some reason, the per-pixel lighting just looks really good to me.Humus said:Yup, it's most certainly working. First room, 100fps enabled, 69fps disabled. The drop in fps is when the second room becomes visible, so that it needs to draw two rooms. If you're running in very high resolution, 1600x1200 or so, which I suspect you do given your fps, then the performance difference is smaller since the particle system overhead and state changes becomes less important. Using portals have the other good property that it more or less automatically does a coarse front-to-back sort since the room you're into is drawn first and then recursively to the closest rooms. So that helps hierarchical-Z quite a bit, so that even when occlusion culling is disabled the hierarchical-Z can quickly cull a lot too.Rambler said:Looks cool as usually, but Humus, are you sure the occlusion culling is working? In first room i get 42fps(~22 in the "flame"), but once i move from 1st room, i get constant 21 fps everywhere.
Also i didn't notice any difference when toggling the occlusion queries in menu.
Cat 3.10, 12x10, r9800, p4 2.4GHz
Edit: erm, yes there is a difference, but still there's the fps drop when leaving 1st room.
Anyway, on the portal rendering, I get this feeling that your portals are all one-way only. That is, it looks like there's a portal between the first and second rooms, and yet, when I'm in the second room, it doesn't seem like there's any direction in which I can turn that will give higher performance than looking back at the first room. This can be repeated in a couple of other places, too.