[Studio Beta] Introducing Occlusion Culling

FINALLY!!

very good work engine team! I cant wait to experiment with the performance increases from this early implementation

80 Likes

Very nice to see this in ROBLOX!

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When will this feature arrive for viewport frames/if it’s ever planned?

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ROBLOX THIS IS A MOMENT IN HISTORY, THE REVOLUTIONARY CHANGE OF ROBLOX!, this is THE BEST UPDATE This year, I"M SO EXCITED TO SEE WHAT ROBLOX GAMES HAS TO OFFER AND on top of all, IM EXTREMELY EXCITED FOR THE FPS IMPROVEMENTS IN OUR FUTURE GAMES! THANK YOU ROBLOX, I MEAN IT… THANK YOU!

59 Likes

THIS IS HUGE!! Can’t wait to see how much this will improve performance!

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Repro with special mesh blinking in and out

specialmeshocclusionrepro.rbxl (55.4 KB)

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One of the greatest moments in Roblox’s history. When will we see this fully in production?

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Amazing! Any idea when this will start rolling out to live servers?

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Nice I use unions for all my builds, so this is going to help out a lot! Thanks.

I’d would also like to see an update to Robloxs lighting engine.

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This is an amazing update! As someone who works with high-density environments often, (convention centers, underground facilities) this is going to save both my own and my players’ sanity while exploring even more detailed environments. I am also excited for the prospect of high-density environments become more accessible to mid and low-end devices as well! Overall amazing update.

You mention releasing in production as soon as you can be sure of its stability, how long do you estimate that will take? Before 2025?

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I think this speaks for itself.



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Amazing update, much much needed! Thank you :orange_heart:

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Places like mine where we have a LOT of cramped up fully opaque parts that is very strenous to optimise it more than it already has been, ESPECIALLY with Future Lighting. Will benefit greatly from this. My games (in studio) have seen a 3x performance increase from this update, and I am excited to see how this transfers for mobile.

I wish this was live in my games already lol

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what does this mean, profling our experience? if its not enabled on the client then how could it affect profiling with it enabled or disabled?

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ive need this for so long, props to the engineering team :yellow_heart:

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Please add support for terrain.
It’s a big performance hurdle. I think this could help massively.

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Fire feature. When is the release?

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What counts as an avatar in this context? My game uses custom characters using skinned MeshParts. Is an avatar defined based on if they are set as some player’s Player.Character property? Or this this some special R6/R15/Humanoid edge-case where custom characters would be excluded?

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I’ve waited ages for this, probably one of the best optimizations in Roblox.

There are so many games where tons of geometry and textures are being needlessly rendered.
This will HUGELY benefit games with lots of indoor areas, caves or busy and populated cities.

This might also majorly benefit open-world games since everything that’s hidden behind a huge mountain doesn’t need to be rendered.

I wonder what the performance improvements are going to be.

13 Likes

This is insane. I learned how to do this in C++ last month. I’m so excited to see it used on Roblox!

12 Likes