Is that a good method to create a PIP scope (Picture in Picture,like insurgency,EFT,COD16) with a good performance?

DoubyBear
Mon, 11 Oct 2021 11:37:53 +0000
C++

While I was devloping my game,I came up with a method to create a PIP scope with a good performance.
We could find out that there is a lot of ideas of creating PIP scope in YouTube.But these ideas are mainly about Scene2DCapture Component,we all konw it wastes performance.And the effect is not satisfactory while the Render 2D Target is in low resolution.
Here is my method.
We’ll create a new static mesh component with a few properties that different with original static mesh component.And we’ll instant our scope from the new static mesh component class.Because I want the rendering thread to render our scope in the last part of current frame.
When the common progress of rendering get rendered,we collect pixels of a specific area into a texture,then we do common rendering for our scope model,after that we put this texture on our scope model(I don’t think about uv of scope model yet).
You may think PostProcess Material can be replace it,yeah we can use PostProcess Material to make a similar visual effect.But that is not wonderful yet.I think I will have another trouble if I use PostProcess Material to realize
I wonder if my method could be implemented .I don’t study computer graphics yet,I just know a little of rendering.
I think it could be satifaction experience if I try to implement it.
Thanks !

4 posts - 4 participants