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Menyoo - a workflow question



  • Please tell me if I understand this right.

    I made a simple test in Menyoo's Spooner mode yesterday and flown my camera to the other side of the city, trying to place some items far away from where I left my avatar. The result was generally poor with people flying through the ground and cars not being spawned at all...

    Does it mean that I can place objects and peds correctly only in the vicinity of my player model? So when, for instance, I want to put some objects elsewhere, I need to actually travel there and only then work on the scene?



  • @TheMurderousCricket In short and simple answer Yes.
    AFAIK, The reason this happens(Invisible roads, invisible Other components) is because of occlusion culling. It's a technique used by many game engines(Unreal Engine, Unity3D). It simply disable/hide the game objects(for Non Static) & layers(for Static Objects) which are out of the camera's draw scale.

    So in simple words, GPU & CPU only needs to render the game objects which player(Player's main camera) can see. Gameobjects are not needed to be rendered processed which are out of this range.

    There is also a thing called G-Buffer where the meshes get calculated on various factors, but especially the (ingame) distance from Main Camera to game object's position.

    If you need more details about this, I found this amazing article here made by Adrian
    http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/



  • Thank you @ashishcw. This is what I wanted to know. I suspected that it works like this, but wanted to have a second opinion on the matter as well.

    I just thought that items spawned through content creators are somehow exempt from these limitations.

    Well... at least in a way they are. If you create an environment or a set successfully, and then simply load it, it will remain in place, even if you are miles away from the actual set. It will not de-spawn. But this is indeed a different pair of shoes.



  • @ashishcw said in Menyoo - a workflow question:

    @TheMurderousCricket In short and simple answer Yes.
    AFAIK, The reason this happens(Invisible roads, invisible Other components) is because of occlusion culling. It's a technique used by many game engines(Unreal Engine, Unity3D). It simply disable/hide the game objects(for Non Static) & layers(for Static Objects) which are out of the camera's draw scale.

    So in simple words, GPU & CPU only needs to render the game objects which player(Player's main camera) can see. Gameobjects are not needed to be rendered processed which are out of this range.

    Apples and oranges, really. Naturally, objects far outside the scope of the player, will not be rendered (nor objects within a ymap governed by the entitiesExtents* value, when you are outside of these bounds).

    What TheMurderousCricket is talking about, though, is the fact that Menyoo's camera is assuming a fixed 'start-off point', as it were, where the farther you move away from that position, LODS start to kick in, so roads/bushes, etc, will all become fuzzy when you panned too far off. 'Occlusion culling' is simply not related to this phenomenon.

    As for despawing, apart from cars and peds (outside range), normally actually nothing despawns. Ere the opposite: objects you manually despawned (or with a script. of course) will return after a while, when you were away in the meantime. The way a script tends to handle this, is to re-despawn these objects (usually based on proximity to them).


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