gl_occlusion_culling
CornerCulling
gl_occlusion_culling | CornerCulling | |
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3 | 3 | |
511 | 118 | |
0.2% | - | |
4.0 | 0.0 | |
4 months ago | over 3 years ago | |
C++ | C++ | |
Apache License 2.0 | MIT License |
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gl_occlusion_culling
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Occlusion Culling Dilemma
A low-latency (and frankly better) alternative to hardware occlusion queries is to make your own using indirect drawing. Simply draw a chunk's bounding box against the depth buffer and set the instance count of the indirect struct to one if any fragments are drawn. The next frame you can use these indirect commands to draw the actual chunk geometry and repeat the whole process. This has a guaranteed latency of one frame. More info here.
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Occlusion Culling for Chunks?
One approach is to use occlusion queries, draw chunks which were visible last frame and then occlusion test the bounding volumes of chunks which weren't rendered and render the ones which pass using a shader based occlusion approach similar to this NVIDIA sample: https://github.com/nvpro-samples/gl_occlusion_culling
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Has anyone used Intel's Masked Occlusion Culling library?
For occlusion culling, specifically, there’s this reference implementation: https://github.com/nvpro-samples/gl_occlusion_culling
CornerCulling
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Valve, please overhaul your Particle System and Slark Passive. They are the main reason most of the hacks that exist for the game are working.
Now if this issue can be solved in 3D in a few dozen ms I'm sure in 2D this would not explode the server bill. Also where did you get the 64 tick rate from? Is it from CS:GO because this source says DOTA 2's tick rate is 30. Either way you're overstating the complexity of this issue.
- Are there any reasons not to implement this in official MM? Cheaters wouldn't be able to WH someone walking
What are some alternatives?
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
Little-Anti-Cheat - Anti-Cheat for Source Games
gl_cadscene_rendertechniques - OpenGL sample on various rendering approaches for typical CAD scenes
ZEDD-VALORANT-SWORD-thingy - my buddy said a zedd sword irl would be cool
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
GarHal_CSGO - A project that demonstrates how to screw with CSGO from Kernel Space. (CSGO Kernel Cheat/Hack) All cleaned up, and with updated offsets.
EveryCulling - This library integrates multiple culling methods into one library.
advancedfx - Half-Life Advanced Effects (HLAE) is a tool to enrich Source (mainly CS:GO) engine based movie making.
GOESP - Cross-platform streamproof ESP hack for Counter-Strike: Global Offensive, written in modern C++. Rendering and GUI powered by Dear ImGui + FreeType.
Osiris - Free and open-source game hack for Counter-Strike 2, written in modern C++. For Windows and Linux.