Occulsion Culling causes unusually heavy CPU usage


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After the new Occulsion Culling update my voxel game has huge increase in CPU times due to occulsion culling queries, whenever I look towards the direction of the voxels when there are sufficient voxels and occluded voxels (voxels are made out of 4x4x4 parts).
This happens when I have enough blocks behind other blocks (all of which are parts) and the issue persists after all of the blocks have finished loading. There isn’t a set point where this occurs, but the effects gets worse. This disallows me to have high render distances (my custom render distance of the chunks) or caves (which puts lots of blocks that are occluded due to the inability to know which blocks will get occluded beforehand.)

microprofile-20250317-191832.html (2.0 MB)

System Information:
Windows 11 24H2
i5 12400F 2.50 GHz
32GB of RAM
RTX 3060 Ti

Expected behavior

The CPU frametimes shouldn’t get bogged down by occulsion culling queries whenever I look towards the terrain/parts.

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Did this start happening when occlusion culling was enabled. Or was there a recent update to occlusion culling that lead to higher CPU times then before?

Started happening when occulsion culling was enabled