Guide: Rendering Middleware

As more and more games feature vast, open worlds and even more stark visual styles, occlusion culling and global illumination technology is now more in-demand than ever, as Ed Fear discovers…

The term 'rendering middleware' might well make you raise at least one of your eyebrows.?After all, 'rendering' is a pretty vague term.

In truth, it's a way for us to umbrella two fields that are somewhat related but perhaps not quite established enough to warrant a round-up all of their own. Not that either of these two areas – occlusion culling and lighting – are any less important than other sectors we might cover. If one trend was started last generation, it was the move to more open-world, sandbox style games that gave players freedom to make their own adventures, and it's a trend that's showing no signs of stopping.

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Kakkoii3763d ago (Edited 3763d ago )

Occlusion culling is now dead with DX11. Because DX11 can do tessellation on hardware that supports it. Tessellation gives a MUCH BETTER effect than occlusion culling, with a lot more control over amount of detail, all while running much faster than occlusion culling does.

A bumpy road in a game for example. Based on the bump map, Tessellation actually creates the bumpy geometry using special algorithms, while occlusion culling only creates the illusion of geometry.