Translations:Mirrors/24/en: Difference between revisions

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Every object reflected in a mirror has to be rendered again, separately from what the player 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.
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.

Latest revision as of 17:32, 1 December 2025

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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.

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.