i think it should be an easy fix though
I think it should of had some longer time in the oven before pushing it to live, frequently roblox releases a feature live, saying ‘heres a bunch of features/issues that we will eventually fix’ only to not fix any of them, eg Flipbook Particles release. I think they should of worked on this a little more before releasing.
Amazing updates lately! Keep up the great updates Roblox!
[ignore first question, makes sense leave the client memory alone ]
Is there a transparent object limit or does any object, even if the transparency is only 1%; still count for rendering objects behind it?
Are there any plans for terrain to not necessarily be occulded, but to be able to occulde baseparts, in the future?
It seems that having VFX on an object, but disabled, results in the object being excluded from occlusion culling. Is that the intended behavior?
[edit] I thought this was the cause, but turns out it was the Humanoid object, once it was removed, everything worked fine, even with VFX on the objects, but disabled, etc.
What is the mesh size or maybe distance for this. I feel like large things, or things really far away are not being occulded.
The large grey rocks under the blue parts are still being draw, even though they are totally covered.
Does the water above it have any transparency at all?
A read-only visible/rendered property would make me cry tears of joy.
…does Occlusion Culling break anything out of sight that’s not being rendered on screen?
No, it won’t. Our occlusion culling works like in most games, where it just skips drawing. It does not affect simulation or scripting.
People always bring up that they’d like it to feed back into those systems, and that does sound awesome! But, there are real challenges for that. Script wants to know “hidden” vs “visible”, but all we can say is “hidden or offscreen in the recent past, but may have cast a visible shadow” vs “was probably visible recently, but we don’t know for sure”. These answers are almost always the same… but that “almost” can lead to serious, hard to repro bugs!
It is most likely true that NPCs do not get culled yet. It’s basically anything with an animation. But – and I’m not recommending this, just observing it – some people actually hack together NPCs from block parts and manual transforms! Those sorts of NPCs will cull.
Again, please don’t do anything drastic to your content like turning NPCs into blocks! We know how important it is to cull avatars and NPCs and so on. We can’t give timelines or specifics on anything, but we are working on reducing that list of limitations.
What we have so far is good and helpful, so we wanted to get it in your hands now rather than waiting until everything was working together!
Will NPCS with an animationcontroller as opposed to a humanoid cull? Just asking cus animcontrollers are generally forgotten about.
How do I know Occlusion Culling is enabled in Roblox Client, is it coming in next client version?
Is there a transparent object limit or does any object, even if the transparency is only 1%; still count for rendering objects behind it?
If an object is not known to be 100% opaque, then it cannot occlude anything, but it can be occluded.
This is based exclusively on the material blending properties. It does not look at any textures to determine this.
Alpha cutout cannot be used as an occluder either. It’s just computationally very expensive to figure out whether an object is behind the opaque or transparent bits of the texture.
No, its not water, I just randomly colored it blue, it will be baseparts under the terrain.
Its a grid of parts no transparency, 512 x 8-64 x 512
Some of the parts intersect the rocks (which might be a cause for some of it) however, it appears to happen more at the edge of the camera, as I move around. I almost feels like the rocks are tagged to be drawn, because they are still partly in the camera range, but the occulsion code, thinks they are outside the camera view frame, and so does not consider them in the calculations. So very large objects at the edge, get drawn, but if you look at them more center, they vanish.
I’ve noticed that having the “Humanoid” on any object will exclude it from occlusion culling, even if it’s not connected to any animations or other move advanced “humanoid” related stuff. Is that an example of a future upgrade to new occlusion culling or is the Humanoid object special in some way that makes it not possible to include this in the future?
We are aware that it would help many experiences for terrain to be used as an occluder. We do plan to chip away at the restrictions, just as we mentioned. But, we cannot promise times or features. We wanted this to get out there even with these limitations because it is still very useful in its current form!
Does this mean any part with CastShadow enabled won’t benefit from this optimization? i.e. we should disable it everywhere possible that makes sense?
I read this to mean, even if you cant see a light source, or things that are making shadows from it (such as around a corner) you will still see the shadows that are in your view area, but I may be wrong.
I just tried it and it worked fine on parts that cast shadows.