• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Optimizing Depth

gunslingor

FNG / Fresh Meat
Jan 11, 2011
232
56
0
So, part of my map is a movie theater. As you would probably guess, this movie theater is filled with chairs. When the player is standing close to the stage or screen, he/she is looking through all those chairs and performance starts to suffer. the player can always see the tops of each chair when looking in that direction and standing by the stage, but the rest of the mesh is obstructed by the other chairs in front of it. What I would like to do, which I don't know if it's even possible, is to only render the parts of the chair that are visible (ie the tops) and not the rest; I mean, there's no reason to render it since you can't see it from that angle and performance needs work. I still want the player to be able to walk down the isles, so the chairs need render better based on visibility.

Any other ideas or suggestions on how to optimize this situation?