BOOST your FPS with occlusion culling | #UnityIn60Sec

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Boost your FPS and improve your game performance by using the Unity occlusion culling tool.
This is the BASIC tutorial, let me know if you want me to make a more advance one. in the advance tutorial we will learn how to create a Custom occlusion culling and change it, fix some bugs and more.

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I got a 15-20 fps increase on a small scene, thanks very useful.

johneyre
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In the context of occlusion culling, "occluder static" and "occludee static" are terms used to describe the static nature of objects in relation to occlusion culling calculations. Let's break down these terms:

Occluder Static:
An "occluder" is an object that blocks the view of other objects from the camera's perspective. In the context of occlusion culling, an occluder is an object that is deemed to have a significant impact on what is visible and what is hidden in the scene. "Occluder static" refers to objects that are considered to be static occluders. These objects are not expected to move or change position during runtime and are used as reference points to determine what parts of the scene are hidden from the camera's view. Occluder static objects are typically used for calculating occlusion in scenes.

Occludee Static:
An "occludee" is an object that can be hidden from view by occluders. "Occludee static" refers to objects that are considered to be static occludees. These objects are also not expected to move or change position during runtime. Occludee static objects are those that are potentially hidden by occluders, and they are subject to culling if they are not visible due to occlusion.

In essence, the terms "occluder static" and "occludee static" are used to categorize objects based on their role in occlusion culling calculations. Occluder static objects are the ones that have a direct impact on occluding other objects, while occludee static objects are the ones that can be occluded by occluders.

When implementing occlusion culling techniques in a 3D graphics engine like Unity, understanding the static nature of objects in your scene is crucial. Static objects are often more suitable for occlusion calculations because they do not change position, and their interactions with other objects are consistent. Dynamic objects, on the other hand, can introduce complexity to occlusion calculations since their positions can change frequently. By properly categorizing objects as occluder static or occludee static, you can optimize occlusion culling calculations and improve rendering performance in your scenes.

restushlogic
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You literally saved my project in 1 min. Got from 10 fps to 40 fps.

julianrockl
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Woah didn’t know occlusion culling was something I could have without scripting it myself, thx for the tip 👍

windwakin
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Thanks for the tutorial, it's quick, easy to follow and understand. Looking forward for the advanced tutorials, and suggesting you to create a invite to cup of coffee and patreon to support you.

hernandonj
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33 FPS in City
Now 114 FPS in high demanding areas
Thank you so much

aaviusa
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thanks bro this trick also fixed my lighting issues

brokenmonitor
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Hey.. I wanted to ask if it would work on a bean game. Dumb question but it kinda lags tho. Just askin.

komunich
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Hi there! I see that the default Unity's occlusion cooling tool is used. what is your tool doing exactly? I can't understand.

LALESPETROS
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I dont know how, but doing it only got me a 3fps boost on standalone. after removing demanding things it bumped up to 30fps, but before the max was 15fps so not too big because my max fps on standalone is 72 and im getting half that. help?

ininitvr
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Is it a good idea to make occlussion on a terrain, because I feel like my fps dropped?

yuraah_games
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Can this work while generating the object through scripts ?

FunRequestOfficial
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I need to make this happen bad thanks for the start

korypeters
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Does this only help when there's objects within the camera's view area? I'm wondering if this will give any improvement for a top-down game where nothing is ever really occluded, but is simply either in view or out of view.

wtmftproductions
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Need one similar but for Procedurally Generated maps on runtime.. any suggestions?

RealityScapeStudios
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Thank you for the nice tutor~! And I have question: How dynamic objects occlusion culling? In my scene, hava a lots of dynamic objects. They are created at runtime.

stormer
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is it still nanite possible on occlusion culling ? since ue5 do much similar on nanite its tri go higher if go far

deadara
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My game went from 25 to 75 fps!!! Thank you!!!!

TheRemaindersYT
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Marking everything as static is not always the solution, lets say you have a shelf in an indoor scene then you gotta make sure it does not occlude a wall behind it etc by remove Occluder Static from it, atleast this is to my experience while working on a Uni project

BNTO
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I am using Unity 2020.3.33f1 I tried many times but my stats are not going down. Please let me know where I am missing things....

softwareengineerunitydevel