Hi Faraz,Faraz wrote:does this mean that the original version did not have frustum culling? thats bad news for a point cloud engine
like the occlusion cull though, its tough to get good results with points. I wrote a occlusion cull in 2002, but it used too much CPU to give much benefit (performance was about the same with or without it). With fast multi-core CPUs now and shoving it only the GPU, it'd probably work quite well...maybe I'll go dig around some old harddrives or just get our genius phd graphics developer to re-write it...
The occlusion culling was introduced in version 1.5. This post relates to that - I understand that this is different to frustrum culling - which a lack of would be seriously bad news for a cloud engine! Although I am guilty of copying the press-release there (1 year ago), I think I just glanced over it.....
The occlusion cull in SM2 works well, but as you can imagine is a factor of point density in the different zones of the project.
I'd go for the genius option