EA Patent Makes Use of Spatial Partitioning for Better Graphics Rendering

EA Patent Makes Use of Spatial Partitioning for Better Graphics Rendering

Following the patenting of EA’s input delay compensation feature just a few months ago, the business appears to be looking at methods to improve real-time graphics rendering by compartmentalizing the hardware’s visualization burden. Its most recent patent application uses spatial partitioning to separate the game world into several zones, each of which is therefore easier to load and draw in real-time because the hardware in question no longer needs to cope with the full game world all at once. According to the description, this would be achieved by the use of dynamic reverse tree creation, which would inform the PC or console of what needed to be loaded at any given time.

EA’s development teams could theoretically construct enormous sandbox games like the gorgeous Need for Speed Unbound utilising spatial partitioning without overburdening PCs and consoles. This might result in larger and more complicated game worlds or, depending on the creators’ preferences, significant aesthetic upgrades. Of course, the precise scope of these optimizations will have to wait until an actual implementation.