UNITY 6 v6000.0.0f1 - Occlusion Culling vs GPU Resident Drawer - DX12
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- Опубликовано: 6 окт 2024
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Yeah, the resident drawer and the occlusion culling are very powerful tools. Now they just gotta catch up on auto-LOD and they are back in the game
Unity has had ALOD (and even HLOD) for a long time, check their git page
The "small mesh screen percentage" is chosen too aggressively. Boxes in the corners of the screen are failing to draw. There is no point in measuring the performance of a visually broken setup.
Doesn’t look like you get that much occlusion on this scene. Frustum culling already takes care of items outside the camera. Instancing is the big win here, not occlusion. I would try a scene with lot’s of different objects that can properly occlude each other
That would be a better test with a bigger enviornment but this is still really cool experiment.
Similar thing is available from four years, check "Unity-GPU-Based-Occlusion-Culling"
Prototype vs officially supported ready solution, bruh
Nice testing
GJ
cool
That Plane is not occluding. It doesn't seems working