Problems with the Spherical Camera

I mentioned in one of my earlier posts that we had potential performance issues with our spherical camera. When we tried to run the game on one of our laptops, the performance problems were amplified. Using the spherical camera would run our game at 5fps on a laptop.

We know what is causing this. Its the way the spherical camera works. It captures from 5 cameras around the palyer, then a shader joins them and draws it onto a render texture. Then this render texture is drawn on the screen. This process empties the GPU buffer each frame which causes the fps drop.

Solution? We are using a panorama camera temporarily. The panorama camera basically takes 16 thin cameras around the player and draws them onto the screen. The downside to this is that we get hard edges between the cameras as we are not doing any kind of fancy image stitching or warping.


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