[Studio Beta] Introducing Occlusion Culling

This is a feature that ever since it was announced in the roadmap, I have been waiting for. Glad to see it finally being implemented into studio. Looking forward to the full release!

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Awesome! Thanks Engine team for such an amazing feature <3

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peak roblox development fr :100: :100: :100:

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YES YES YES YES, FINNALY!

We are cooking hard now!

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Engine team… look at me. I love you.

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Doesn’t seem to work on my place…



Are all meshes occluded by default or do they have to meet certain settings?
I did enable the feature and this is a studio window

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This is one of features that I need for my project. Will be patiently waiting for its full release.

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This is an insane update already, but I tell you, once terrain can occlude and be occluded and culled, this will be absolutely psychotic (in a good way).

Large terrain based maps (or just all terrain based maps in general) would have a huge performance improvement!

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The trees are not rendered out, I don’t know why. I’ve tried changing RenderFidelity settings of mesh trees but that made no difference.
I figured out it has something to do with Humanoid property.

Either way this update is just breath taking. Complex zones went from 20m triangles to less than 13m, and I can already see a huge benefit from this system. I wish this update launches into full publicly available feature for all games soon.

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Just tested this, my triangles in my super dense area went down from 589 million to only 16 million triangles, THANK YOU ROBLOX!!!

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I noticed that Meshes hidden by terrain do not get culled, will support for this be added in the future? One use for this would be for example mountains would cull towns that are on the other side

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Long awaited feature and the first step to the optimizations route, Absolutely loving it.

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This is wonderful, all we really need to be added that’s necessary for performance is culling lights and terrain.

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If I enable this beta feature, will it replicate to in-game (outside of studio play)?

It is a “Studio Beta”. It is exclusive to Studio. If it is available for Clients as well, it would be a “Client Beta”, like Script Capabilities.

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I have waited for Occlusion Culling to release for a long time and I am glad that it’s finally here. Though I am disappointed that the initial release only included support for meshes and parts excluding avatars, I hoped that it would at least bring avatar/character and terrain support in addition to meshes and parts in the initial release due to the long time that this feature has took to release. I would be fine though if support for other object types won’t take too long to be added, and I really hope that would happen. I wouldn’t want to wait for avatar/character or terrain Occlusion support to be released after 2 years for example. Please don’t disappoint with this :pray:

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Learn blender. Map assets with blender only take a few hours to learn.

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still unions are good if your pc doesnt support 2.79+ and 2.79 looks a program from 19s and its more harder than 2.8+

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unions are not nearly as performant, they’re better now but still are really unoptimal to be using en mass

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An insanely powerful feature that will be even more powerful once it gets support for more object types.

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