Thank you for your response. In fact, when we create games, we often encounter a lot of model stacking. The size and shape of the models are also very diverse. If I place many such models in front of me, the system may not be able to decide ‘which models the developer wants to hide’. If there could be an option to allow developers to choose which models can be hidden, that would be great.
This is an amazing update, this is going to allow us to have better performance in our games which allows us to have even more detailed builds and or larger maps. I can’t wait for this feature to be released completely.
Is there currently any timeline for when this will be released for use in our experiences?
It doesn’t cull skinned meshes yet, no matter if they have a Humanoid or not.
would it be possible to have a way to check if a part is occluded?
I think it could be great! It would be amazing to k ow what is culled because it also means we could disable some animations and routines througha script.
- I would not mind things outside the frustum being marked as occluded as I believe frustum occlusion is in effect and would count as being occluded.
- I can see why the shadow one is a concern. If one someone was using a acript to run animations on an object and the script stops running the animation because the object is culled, the shadow would stop animating which would not look good. I have to imagine the safer route would be to only count it as occluded (on the API side) if all representations of the object are occluded. This should reduce the false positives.
- I believe the tradeoff would work well on our end! As long as documentation makes it clear that theres a chance that hidden parts might not occlude, I believe this would be amazing for further optimization!
Important to mention that they’re working on dynamic occluders though! Also important to mention that mobile devices and weak computers from 10+ years ago did not have support for the technology.
Here’s a post where Roblox staff discuss this along with why it can’t just be a PC only feature.
Aa mentioned by the actual post, it is not that terrain will not be included. It is just coming in a future update. They have a list of things to support and next will be Avatars.
Hi there! We understand your points. Some developers have expert knowledge and are willing to put the authoring time in order to get the most out of a system.
For Occlusion Culling specifically, what you’re seeing is just the first version we’re trying to release. Our goal was for it to work out of the box with no mandatory authoring so that it covers the widest set of use cases first and can be useful for the full spectrum of developer skillset.
However, this is just the first release. We will learn a lot from how it goes, how useful developers find the system to be, what extensions and exposed controls would be useful to make the system more effective in the hands of developers (while not penalizing those ramping as developers).
Really appreciate your feedback, thank you.
A rare W from the Engine team.
I hope you could release the first version for the public, it seems to be stable, so for the long run it may just be great!
This is especially true with the fact that we’ve been asking to at least separate render distance from the graphics bar for years and they respond saying they want everything quality related to be fully automated lol
You have been living under a rock if you think this is rare; the engine dev branches over at Roblox have made it clear in recent times that they are, in fact, incredibly cracked
Will we be able to use occlusion culling as an event?
For instance, if a part is culled out from occlusion culling, I want to have an event attached to it when it culls in or out of the scene. Or in the future, when avatar culling is supported, make their animations not animated when culled out when using a custom character animation system
Would love this as a usable event
This will possibly be one of the best updates ever, it heavily improves performance, and if it can be used as an event, like what @Nekoparaiten mentioned, this will be able to do much more than improve performance! Amazing update.
WOW! This is such a great feature, and will make a huge impact on my game! I hope to see it work with terrain and lights soon as well, as my game is very heavy on lights (especially at night)!
i have absolutely nothing to say, except that this is update is a big W
When will it be fully released?
Can we please release this out of Beta? It’s good enough in its current state and there’s many games created by people who can’t create games that require Occlusion Culling yesterday.
Occlusion Culling as of now does not Cull objects behind fog, HOWEVER, there’s a work around that allows you to do that, use an inverted sphere with the size of Vector.one * Lighting.FogEnd * 2
and use a script to automatically position it to where the camera is, the result will look like proper fog and will improve performance.
This feature is amazing, tested it on a few games and it works very smoothly!
When can we expect it to be released so all of our players can experience this performance benefit?
Thanks!