Occlusion Culling Now Live in Roblox Client

thats insane, and considering most experiences (as far as im aware as a player) are in-doors or a small packed area, perf gains should be pretty noticeable, like in your case.
Heck, even open world games should have some performance improvements when culling trees, rocks, interiors, etc…

And this is just the beginning, some things (notably Players) dont get culled yet.

Unrelated to this Update. But does Roblox plan to add native linux support?

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I found 2 different issues while playtesting in VR. One is VR exclusive and the other seems to be universal.

In the first clip, the helmet mesh doesn’t occlude well with structures made of lots of parts:

In the second clip, the culling appears to be relative to the right, VR viewport (video recorded from left viewport). This can also be seen inside the house in the first clip when the gun blocks the right viewport. When closing my left eye and only looking through the right viewport, I can’t see this:

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this is actually amazing! ik literally everybody before me has said the exact same thing, but it do feel it deserves that praise. thanks roblox!

yeah i imagine accurate occlusion culling on vr would be pretty difficult. i think it would be best for roblox to just make it a little less accurate for vr if they cant figure it out.

now this is what i call this update a game changer because you change the games, an absolute win

Okay, who let Roblox cook? Nice one engineering team! :fire:

We’ve been waiting this, thank you!

I’m still confused, is Occlusion Culling automatically applied to all experiences?

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yes
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So what Roblox did updated the game engine?

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every wednesday they do that

I just tested the Occlusion Culling feature in Jailbreak, and I definitely noticed a difference. It’s hard to put into words, but the overall experience felt smoother, even though the FPS stayed roughly the same.

Thanks for the reports @GrilledSnakeLegs!

  1. Negative scales aren’t handled properly yet, but will be in a release early next year. Do you think that would explain the helmet issue? My guess is that the helmet has a negative scale to turn it inside out.

  2. VR culling is done from a point behind and between the eyes such that its frustum contains the frusta for both eyes. But, as we all know, our left and right eyes see slightly different images due to parallax. We had hoped that this point between the eyes would be good enough, and it seemed to be in our internal testing. But you’ve found a case where it isn’t good enough, so we’ll need to implement our backup plan.

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Only for PC so far, though others have already found a way to enable this on other devices to test with. :thinking:

Have you tested out this feature yourself? How was your experience with it?

In theory this would be great, but personally its causing frame drops more frequently as its rendering things which wasnt in view before

For me this is especially noticable in games like Emergency Respose: Liberty County when trying to drive through the city, previously i was able to stable 100+ fps however now i’m 144 (monitor cap) when stationary and dropping to ~50 when driving
Yes I had frame drops when popping 170mph before however it seems this update has made it worse for me

I take back all that was said i forgot to close studio :sob:
Great update!

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Only on Win7 and Win10 PC, my results were very good because it was an ideal test where lots of extra parts were automatically hidden from the client resulting in a big speed boost.

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They still need to optimize their game lmao

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This is an amazing christmas gift, and that is a brutal understatement. :santa: :gift: :christmas_tree:

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