Occlusion Culling Now Live in Roblox Client

Will this feature be coming to MacOS?

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It was released much faster than I expected! Looking forward to mobile compatibility.

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Lovely feature, great to see that ROBLOX is starting to roll out more performance updates. Can’t wait for this to be released to Mobile.

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if this doesn’t allow for higher quality assets in mobile, then that’s dissapointing.

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That’s odd, I noticed that it only happens if you set the transparency of the part to 0.01000002073125 or higher :thinking:

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i dont think this sould be happening.
(Occlusion culling bug)

(Doors, The Mines)

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do you misunderstood smthing? this have no relative with the topic

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this is related to occlusion culling.

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Can we get an option to disable Occlusion Culling on specific instances? I have an issue where a meshpart is being occluded, resulting in a larger editablemesh being culled from rendering.

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Just came here to post about this.

Working with EditableMeshes is a disaster

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Yeah the issues with occlusion culling are making my game unplayable.

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REALLY PROMESING ! i thought LoD rendering would be the optimization path roblox would take but this is another way to make it true

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There’s still countless issues with this feature still effecting me, such as incredibly poor culling of editable meshes, and visible glitching, I am concerned that such an ‘early’ state feature doesn’t have a disable option :skull::skull:

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Dawg, was this occlusion culling feature made in 4 seconds? Why on earth am I experiencing such simple issues, let alone not providing developers the ability to disable such a broken feature,???

Editable meshs??? did we just forget about them?

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Both features were in beta at the same time, the occlusion culling is working as it should - the bounds of the mesh realistically shouldn’t go outside of the bounds of the MeshPart itself (ie- putting triangles outside of the immediate size of the MeshPart itself)

I do agree though, why was there no consideration in us disabling this feature for certain parts?

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Is there a API or any properties or documentation as programmers can we utilise this or change it to our own specific needs or would we have to create a entirely different system?

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I have an editablemesh being culled where vertices do not exceed mesh bounds.

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was wondering the same thing! hopefully we see it soon

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Is it this? :thinking:

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Occlusion culling is now enabled on all platforms except Android — we’ll keep you updated once it’s rolled out. Thank you!

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