Special Meshes Disappear w/ Occlusion Culling

Recently noticed this, and it only seems to occur with special meshes from what I can tell.
Basically, SpecialMeshes are incorrectly culled before they’re off screen.

Here is a video demoing this in my game from 2018 (at the time, SpecialMeshes were the only way to get proper alpha-mapping.)

System Information:

  • Ryzen 5 3600
  • ASUS TUF Radeon 5600 XT
  • 16gb DDR4
  • Renderer set to Vulkan

Expected behavior

Like normal MeshParts, SpecialMeshes shouldn’t be culled before they’re off screen.

3 Likes

It would appear highlights prevent them from culling, but it’s not practical.

@SaturnianNightmare could you please provide a placefile and steps to reproduce.

2 Likes

Will do!

Would you like me to send it in a DM?

Yes, DM would work. Thank you!

We’ve investigated and found that the problem stems from a mismatch between the visual bounds and the bounds used by our frustum culling system. This isn’t related to occlusion culling.

We’ve logged this bug in our internal tracking system. We’ll investigate this further and prioritize it appropriately. We appreciate your patience and understanding!

3 Likes

Hi. Are there any news regarding this? I have multiple SpecialMeshes (primarily trees) in my game which have the same problem, so I’m wondering whether it is possibly going to get fixed (somehow) soon, or if I should hassle a bit and change them to MeshParts.