Occlusion Culling Now Live in Roblox Client

Pocas veces en mi vida eh estado tan feliz leyendo una Update de roblox studio xd

bit of a stretch, but could we possibly get te ability to toggle wireframe in client?

Any game you have edit perms in, as in any game would be a terrible idea.

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this…
is peak :fire:
thank you roblox :pray:

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I’m pleased about this, thanks for pushing it out quite quickly. I cant wait to see the culling system able to cull out things behind terrain and terrain itself.

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i have a bug report, special meshes are a bit funky

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Do you have a repro for when special meshes break? We thought we handled all cases, but it sounds like you found a scenario that we didn’t.

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Nice! No more doing this myself in code. I will be curious to compare the two later when I get time to benchmark them against each other. :smiley:

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Hi, will things like CylinderMesh get occluded in the future or do they need to get replaced?

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Yes, at last! Have been looking forward to this.
Now we just need terrain to be added :eyes:

We’re so back. Hopefully games can run at a stable framerate now.

“Sometimes it is faster to draw things that are fully occluded than to do extra calculations to confirm they’re hidden.”

Great tidbit of information to include in the post - certainly worthy of going on any documentation site about the effectiveness of Roblox’s Occlusion Culling system.

Thanks goes out to the team for the effort that brought this valuable feature to the platform. Well done.

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Finally, been waiting!! I got a question however (might sound silly but educate me), does Occlusion Culling break anything out of sight that’s not being rendered on screen? Cause I’ve had issues with Filter Enabled where anything that’s not being rendered tends to break scripts, so I’d like to know if OC works similarly somehow or if it’s completely different?

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I was also here to witness this event

That’s cool thank you lol thanks thank you great

In cave man terms: me like… change good…

repro.rbxl (53.6 KB)

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  • Avatars and terrain aren’t occluded and cannot occlude

Does this include NPCs, or just player characters?

Overall VERY AMAZING UPDATE! I’m so glad you finally added this to the engine! It will make my game significantly less performance heavy!

i think its the way the meshes are scaled, its negative

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This is actually one of the best optimizations Roblox has ever put out there.
Finally more efficient open-world and large indoor area rendering.

Though I do question, can we please get a way to also manually control it?

I’d like to control what objects act as an occluder manually or use manual occluders to hide parts of a map that are technically visible but don’t need to be rendered unless viewed from a certain distance or angle.

And since detailed meshes don’t act as occluders, it’s very important that I can add my own occluders instead so that I can still make detailed meshes occlude other objects.

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Yeah I see it hides the objects that would be hidden if the values were positive, seems like they didn’t think of the negative sized special meshes