Occlusion culling is not rendering objects that are in view

For a few months, I’ve been having this issue where occlusion culling is not rendering parts and sections of terrain that are in view.

Here are my Streaming properties and my Camera properties.

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I have experienced this occurring across multiple of our games in the past 24 hours. It has never been an issue before, but is now happening frequently (although not reliable/replicable). Occlusion culling is happening incorrectly, even when there are no objects blocking the view. We’ve confirmed with wireframe rendering that there is nothing that could possibly be blocking it. No changes to our culling settings have been made.

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Hi ShinyGriffin,

Is this happening in Feather Family? I tested Feather Family and didn’t get the same issues you are seeing.
Also, do you only see this in Studio, or are you seeing it in Studio and Client? If it’s only Studio, could you provide a .rbxl file that can reproduce the issue (if it’s sensitive this can be sent in a DM)?

Please also provide some info about your device (OS version, CPU, GPU)

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I do not see it in Studio. I only see it in live games. It happens often, but not every time I join the game. When it does happen, it happens for the entire session until I rejoin hours later. I do not change anything about my display.

I am using Windows 11. Here is my cpu and display information:

13th Gen Intel(R) Core™ i7-13700K 3.40 GHz

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Thanks.
You said you notice this started a couple months ago. Do you remember around when it first started happening?

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Unfortunately I don’t remember exactly when it started showing up, but it might have been around May or June. I have not changed anything about my monitor, graphics card, or in-game camera. I have been getting reports that this is happening to other players using Windows desktop too.

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I’ve also had this happen numerous times though I haven’t been able to consistently reproduce it.
I had this issue occur probably about 4 times within a week while playing Tower Defense Simulator. It always happened when a map had loaded in and I was put into the map (but not before that), though that might just be a red herring.
The area of the screen that was wrongfully occluded appeared to be different each time and it resolved after rejoining.

I’m on MacOS 15.5 with an M4 chip

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I have the same problem in my game, but it happens when I place my camera behind a computer model:

Here is the repro file:
Place1.rbxl (69.1 KB)

and my screen specifications:
13th Gen Intel(R) Core™ i9-13900HX 2.20 GHz

Are there any updates on this? I am still having frequent major issues with occlusion culling. It happens 100% of the time.


Hi. Sorry for the delay on this. A fix should be coming out with release 689 - which should begin rolling out tomorrow

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The fix should be enabled for Mac and PC on client version 689. Please check to see if the bug is still affecting you once you are able to upgrade to this version

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I have not heard reports of this issue since I rolled out my fix a while ago.
I’m gonna close this ticket now. But please let me know if you see the issue again

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Bumping this topic real quick because I was testing one of my old roblox games and witnessed this happening first hand.

I’m not entirely sure if the cloud meshes are interacting with the buildings in a weird way but I seriously don’t know why entire floors of a building are being occluded here when they SHOULD remain rendered.

Had this issue a couple days ago, but can’t get it to reliably occur again.
Was able to get a couple screenshots though: