Translations:Mirrors/24/zh-hant: Difference between revisions

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雨可韓韓 Yucohanhan (talk | contribs)
Created page with "鏡子中所反射到的每個物件,都會必須再額外重新渲染一次,並獨立於用戶在世界中實際看到的畫面之外。若鏡子反射了整個世界,則世界的渲染效能成本幾乎會往上再增加一倍。另外,遮擋剔除(Occlusion Culling)在鏡面反射中不會生效,因此即使鏡子正對著牆壁,它仍然會嘗試渲染牆壁後方的所有內容。"
 
雨可韓韓 Yucohanhan (talk | contribs)
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鏡子中所反射到的每個物件,都必須再額外重新渲染一次,並獨立於用戶在世界中實際看到的畫面之外。若鏡子反射了整個世界,則世界的渲染效能成本幾乎會往上再增加一倍。另外,遮擋剔除(Occlusion Culling)在鏡面反射中不會生效,因此即使鏡子正對著牆壁,它仍然會嘗試渲染牆壁後方的所有內容。
鏡子中所反射到的每個物件,都必須再額外重新渲染一次,並獨立於用戶在世界中實際看到的畫面之外。若鏡子反射了整個世界,則世界的渲染效能成本幾乎會往上再增加一倍。另外,遮擋剔除(Occlusion Culling)在鏡面反射中不會生效,因此即使鏡子正對著牆壁,它仍然會嘗試渲染牆壁後方的所有內容。

Latest revision as of 21:58, 18 May 2026

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Message definition (Mirrors)
Every object reflected in a mirror has to be rendered again, separately from what the user sees in the playable world. A mirror reflecting the whole world will double the performance cost of rendering the world. Occlusion culling does not work in mirror reflections, so a mirror facing a wall will still try to render everything behind the wall too.

鏡子中所反射到的每個物件,全都必須再額外重新渲染一次,並獨立於用戶在世界中實際看到的畫面之外。若鏡子反射了整個世界,則世界的渲染效能成本幾乎會往上再增加一倍。另外,遮擋剔除(Occlusion Culling)在鏡面反射中不會生效,因此即使鏡子正對著牆壁,它仍然會嘗試渲染牆壁後方的所有內容。