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Torque BSP Vis-Occlusion

by Robert Blanchet Jr. · in Torque Game Engine · 10/25/2002 (12:54 pm) · 2 replies

I've noticed that the Torque BSP System implimented in Torque does not occlude.

Now this is fine, because Unreal Tournament 2003's BSP system does not occlude either. But they have a thing called an anti-portal which is basically an occlusion brush that can be placed within bsp brushes to block visibility behind it.

I see nothing in Torque like this and I'm wondering why? Wouldn't it be to the benefit of areas containing large buildings to have such an occlusion utility?

To see what I mean, here is a picture from Ut2k3's editor:

without occlusion:
udn.epicgames.com/pub/Content/LevelOptimization/anti_describe.jpg
placing anti-portal:
udn.epicgames.com/pub/Content/LevelOptimization/anti_volume.jpg
with occlusion:
udn.epicgames.com/pub/Content/LevelOptimization/anti_occluded.jpg

#1
10/25/2002 (1:15 pm)
Occlusion culling would certainly be a useful thing to have in the engine, especially for people who want complex outdoor, urban type missions.

And the approach is compatible with portal engines, generally.

I'd say it just wasn't necessary to go to the trouble for the performance they were looking for in Tribes 2, which really didn't have a large amount of buildings on any particular map.
#2
10/15/2003 (3:07 am)
I think that now Torque is the best with outdoor rendering, maybe next version need get focused on bsp, pvs... for indoor rendering, plus a max2dif exporter.