Hi all,
I’m trying to lower my frametimes while in this case rendering a relatively large city in my engine, with roughly 3500 objects. So far I have a quadtree spatial division which helps quite a bit, but there’s a lot of occurrences where big occluders (buildings) block sight of a lot of objects I’m still processing.
My idea/ goal is to find a way to first “render” the aabb’s of my big occluders, within the cells that are potentially visible in the view (frustum), and then define which cells (using their aabb’s) would still be visible, so I only have to process these cells in the following render passes.
I think for this I need some form of occlusion culling, either with dx11 occlusion queries, maybe software depth buffer or some other solution. I’m also wondering if there’s a way to achieve this to a d3d11 offscreen depth buffer, but I don’t know how to get results back from it, for future processing in my code (CPU).
Any ideas on how to approach this?