BigWorld E3 2012: Umbra Talks Increasing Need for Dynamic Content in Next-Gen Games

from the E3 desk

Thomas Puha of Umbra talks occlusion culling technology and their integration into BigWorld. As developer of middleware that is used by many AAA games, they discuss the increasing need for optimization for dynamic user-created content, which they are seeing more and more prevalently at the forefront of the space where they stand.
Umbra is one of a number of 3rd-party applications currently integrated into BigWorld Technology, allowing developers of games on BigWorld to make bigger, more complex worlds by employing occlusion culling, which prevents any gamespace or asset geometry not in the player’s visual field from needing to be rendered, reducing resource demand on the player’s machine.

Thomas Puha of Umbra talks occlusion culling technology and their integration into BigWorld. As developer of middleware that is used by many AAA games, they discuss the increasing need for optimization for dynamic user-created content, which they are seeing more and more prevalently at the forefront of the space where they stand.

Umbra is one of a number of 3rd-party applications currently integrated into BigWorld Technology, allowing developers of games on BigWorld to make bigger, more complex worlds by employing occlusion culling, which prevents any gamespace or asset geometry not in the player’s visual field from needing to be rendered, reducing resource demand on the player’s machine.

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