As you all have seen, the new method of occlusion is Sectoring (which is actually very familiar to me since I did a lot of sectoring at my last job. I think it's time for Spydave to throw up a dynamic Sectoring tutorial. Ah yes.
So what are all ya'lls thoughts on sectors?
Sectors, the new occluders
The main idea behind sectors is pretty straight forward and for most maps it's pretty simple to do. Unfortunately it's allitle tricky on some maps that have more complex geometry and odd shaped areas.
but, basically the game renders the sector your in, and then the sectors your facing. Unlike NOLF which just renders everything in front of you and stops when it hits an occluder or vis-blocker. I'm guessing it's probably due to the dynamic lighting, since if you where facing away from the dynamic light and it stopped rendering, it would be like the light turned off completely since there wouldn't be a lightmap already bound to the room.
but, basically the game renders the sector your in, and then the sectors your facing. Unlike NOLF which just renders everything in front of you and stops when it hits an occluder or vis-blocker. I'm guessing it's probably due to the dynamic lighting, since if you where facing away from the dynamic light and it stopped rendering, it would be like the light turned off completely since there wouldn't be a lightmap already bound to the room.
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