This is probably really dumb so I’ll try to explain what I mean.
If I’m playing BOTW, for example, and I walk past a tree so, from my camera angle, it is no longer visible, what does the computer do graphically to the data/information about that tree? I’m always just amazed walking round these incredibly detailed worlds and being able to move/change directions/change camera angles and the whole thing is usually seamless.
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Graphically the computer doesn’t bother to render objects that aren’t within the camera’s “frustum” or a pyramid projected from the camera. The objects outside the frustum are not rendered or “culled” and with this you get what we call “frustum culling”.
The computer is still aware of all the objects that aren’t visible outside the frustum, but they aren’t being rendered so it saves a lot of calculation that would be necessary to render them. Most of the game’s processing time per frame is the rendering steps.
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