PVS
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(Created page with "Potentially Viewable Set - a technique for culling used on server and client to exclude entities that are not seen from a position of a player. PVS is using precomputated vis...") |
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Potentially Viewable Set - a technique for culling used on server and client to exclude entities that are not seen from a position of a player. | Potentially Viewable Set - a technique for culling used on server and client to exclude entities that are not seen from a position of a player. | ||
− | PVS is using precomputated visibility data that is calculated at the VIS stage of map compilation. | + | PVS is using precomputated visibility data that is calculated at the VIS stage of [[map compilation]]. |
== Console variables == | == Console variables == | ||
+ | {{cvar|r_lockpvs|disables PVS switching so you can walk around and inspect what is visible from locked position (anything not in PVS will not be drawn).}} | ||
+ | {{cvar|sv_cullentities_pvs|Enables PVS culling for entities.}} | ||
− | + | ==See also== | |
+ | * [[VIS]] | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
+ | {{finished}} |
Latest revision as of 09:05, 3 September 2012
Potentially Viewable Set - a technique for culling used on server and client to exclude entities that are not seen from a position of a player.
PVS is using precomputated visibility data that is calculated at the VIS stage of map compilation.
[edit] Console variables
r_lockpvs : disables PVS switching so you can walk around and inspect what is visible from locked position (anything not in PVS will not be drawn).
sv_cullentities_pvs : Enables PVS culling for entities.