Occlusion Culling Now Live in Roblox Client

My game is having a weird bug that just recently popped up out of nowhere. Seems like it due to Occlusion culling, map just randomly starts disappearing. It’s not just one instance, happening to al to of people. Watch Desktop 2025.01.09 - 16.10.51.03.DVR - Trim | Streamable

iOS getting favored!? what a shocker

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Can we get settings to disable occlusion culling on editablemeshs? It’s completely broken.

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can you give us an option to disable it ? , it is not because the feature is bad or anything but i see it in it is early stages so we should at least have an option to disable it until it get stable enough

Thanks, this is fixed locally now. Until that rolls out, special mesh cylinders will cull properly if the y and z scales are the same.

Editable meshes should be fixed in an update that I expect to be live next week. These were two features added independently over the same time, so neither was aware of the other.

We’re sorry to hear that. What place is it? I’ll try to disable occlusion culling for it until the editable mesh fix is live, but it may be too late to do that this week.

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Next time will there be some safeguards in place to check with other product-releases to ensure there is not any underlying issues that instantly occur?

My game is also having weird issues due to this new update. Watch Desktop 2025.01.09 - 16.10.51.03.DVR - Trim | Streamable

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So excited to see this start to roll out on mobile & console! This is going to make development for low-end devices so much easier. Thank you!!!

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do you have any tutorial i want to see that

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The negative scale bug should be fixed in production.

Which game is that? I tried finding “Site 81” and playing that, but it didn’t look like your video.

I’ve found “SCP Site-81”, but it’s private. Can you share a place file or give me access to it so I can try to see what’s going on?

i think this is because of your mesh RenderFidelity

I was just wondering around in my game, and came across some unused models, and experienced this:


They aren’t scripted, they have no scripts in them. However, there are invisible barriers around this area, but I don’t think invisible barriers would interfere with it?

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When this was in Studio beta, I had turned it off because it was causing Play Solo load times to dramatically increase. I can say for sure that it was the cause, because my game loaded quite quickly with it turned off. But since this went live, the load time issues have returned.

I was questioning whether or not to post this, because I re-read the beta feature and it said “software occlusion culling” and I figured maybe something changed in my game. But I don’t think this is the case - something about initializing occlusion culling is just extremely slow on my game.

Love that Roblox has this, but I’d prefer faster iteration times in Studio and I can’t find an option to turn it back off.

Game in question: Welcome BACK to Farmtown! - Roblox

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Thank you for this update, my game client has been a lot smoother and snappier lately!! THANK YOU ROBLOX!!

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It’s surprising that your load times are affected. The studio beta option only toggles whether you do the culling part. The bookkeeping for occlusion culling is done whether you are using it or not, and was on the order of milliseconds for all the places I tested.

You may have found something we didn’t, so I tested load time. I measured from clicking
on your experience in the Roblox menu until I can press “Play”, with and without occlusion culling enabled. The load times seemed identical either way. What were you doing where you noticed a difference?

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Might have been a false alarm on occlusion culling, actually. I think what actually improved the load time was restarting Studio. Seems like there’s a memory leak that’s particularly brutal in my game after lots of iterations of Play Solo.

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Occlusion culling is now enabled on all platforms, including Android!

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That is great news, Thank you @ProgramDude :partying_face:

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I believe this is related to Occlusion Culling, for some reason it constantly spikes and even takes over 11+ms of frame times in some cases, is this normal or expected? I think this is too much frame time for Occlusion Culling. This is on my Samsung Galaxy M12 phone. I am seeing it taking up to 6+ms of frame times sometimes on my Windows laptop too.

image

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