[Studio Beta] Introducing Occlusion Culling

finally i can (hopefully) run games well on my awful computer when this fully releases

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roblox, please delete AND DONT LISTEN TO all those angry voicemails i left on your machine. I love you baby I really mean it

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absolutely goated feature, will there be support for surfaceappearances using transparency?

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Oh, thank goodness. I often had to script mediocre occlusion culling but I’m glad to see a more effective and convenient way to do this

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Our top priority is to first release the current technology in a stable state to production, so that experiences can benefit from it as soon as possible.

Then, we’re going to look into extending what object types can be culled/occluders. The first objects we’d like to cover with an extension would be avatars. We’ll keep Viewport Frames in mind! We don’t have any timeline to share on extension of Occlusion Culling at this time.

Thank you @LvieReal! Forwarding to our engineering team and we’ll take a look.

+ @plaincamron666, @Astra_X2, @evilforge
We don’t have a date to share yet, but our engineers are actively working on getting it out as soon as we can and it is our top priority.

Good catch! We meant when you’re profiling your experience in Studio. If you’re profiling on Client directly, then you can disregard this warning :slight_smile: (I will specify in the announcement).

Occlusion Culling cannot cull any objects that are Fast Clusters. Skinned MeshParts would therefore not get culled.

Yes! You should not see any difference to your game’s behavior - physics and scripts should continue working as before!

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Doesn’t seem to work on super huge maps :frowning:



Tried in team test and non-collab, didn’t work. Did try in a new baseplate and it seemed to have work there.

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Finally, real culling.
Thank you Roblox Engineers.

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is there alot of terrain? since it only affects parts that arent visible and are being blocked i think but also remember this is still in beta testing

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6600+ draw total down to 600+ draw total, that is actually insane

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OH MY GOODNESS THIS IS PEAK :muscle::muscle::fire::fire::fire:

Literally surpassed the unreliable remote event update in my eyes.

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Goated feature, thank you so much. Up next we need to be able to set custom reflection probes for the cube map interior reflections PLEASE!!

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There are many instances where parts are not occluding parts (other neighboring parts) with no terrain in-between. We are aware from the OP’s post that terrain doesn’t get occluded, but what about parts behind the terrain? Wouldn’t those still be subjected to occlusion? Insight? @LightBeamRays

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Love you guys :pinched_fingers::fire:

Game changing right here

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Trusses are a little cooked.

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This is honestly huge! Such a W update.

Do you guys have any ETA of when this would be released globally for the client as well?

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+ @Seiiyo

Would you be able to share a repro placefile with us, please? It can be this place you are testing with or another one in which you are able to isolate the problem. That would be very helpful so we can dive into the issue and understand what is happening. Please feel free to share in private message if you prefer (to @LightBeamRays, @ProgramDude and @TigerRabbit2).

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:eyes: Good catch! Thank you! Investigating…

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no way they’ll release this before '25, they will probably release it in early spring or late winter hopefully

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Yes I will have our lead programmer @Seiiyo send you a message soon :pray:t6: Thank you for the quick response.

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Seriously the greatest feature in like 4 years

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