PVS: Difference between revisions

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This acronym is somewhat disputed. It may stand for '''Potential Visibility Set''', '''Potentially Visible Set''', '''Potentially Viewable Set''' or something similar.
This acronym is somewhat disputed. It may stand for '''Potential Visibility Set''', '''Potentially Visible Set''', '''Potentially Viewable Set''' or many similar variations.


The PVS is the first line of defense over what geometry, entities and effects the game engine should render at any given point. Only objects within the current PVS - i.e. which are "potentially visible" - are considered for rendering, and it is [[cheap]] for the processor to decide whether or not this condition is being met.
Every entity has a PVS. For players, it is the first line of defense over what geometry, entities and effects the game engine should render at any given point. Only objects within the current PVS - i.e. which are "potentially visible" - are considered for rendering, and it is [[cheap]] for the processor to decide whether or not this condition is being met.


The PVS consists of a [[visleaf]] or (more commonly) a collection of visleaves, which are created during a map's compile by [[Vvis|VVIS]].
For NPCs, a PVS is likely to be used to filter what other entities should be checked for line-of-sight. Additionally, inanimate entities will sometimes perform actions when a player enters their PVS.
 
A PVS consists of a [[visleaf]] or (more commonly) a collection of visleaves, which are created during a map's compile by [[Vvis|VVIS]].


== See Also ==
== See Also ==

Revision as of 11:57, 27 February 2008

This acronym is somewhat disputed. It may stand for Potential Visibility Set, Potentially Visible Set, Potentially Viewable Set or many similar variations.

Every entity has a PVS. For players, it is the first line of defense over what geometry, entities and effects the game engine should render at any given point. Only objects within the current PVS - i.e. which are "potentially visible" - are considered for rendering, and it is cheap for the processor to decide whether or not this condition is being met.

For NPCs, a PVS is likely to be used to filter what other entities should be checked for line-of-sight. Additionally, inanimate entities will sometimes perform actions when a player enters their PVS.

A PVS consists of a visleaf or (more commonly) a collection of visleaves, which are created during a map's compile by VVIS.

See Also