[Studio Beta] Introducing Occlusion Culling

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

5 Likes

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

Literally surpassed the unreliable remote event update in my eyes.

7 Likes

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!!

5 Likes

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

4 Likes

Love you guys :pinched_fingers::fire:

Game changing right here

3 Likes

Trusses are a little cooked.

image

image

27 Likes

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?

2 Likes

+ @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).

6 Likes

:eyes: Good catch! Thank you! Investigating…

6 Likes

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

3 Likes

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

2 Likes

Seriously the greatest feature in like 4 years

3 Likes

viewport frames?? how can you possibly use so many parts in a viewport

1 Like

Once terrain can occlude parts, its over.

7 Likes


Nice update but it seems like sometimes even while something is out of view it renders it.
You can replicate this by creating 2 parts and just looking through one moving ur camera

2 Likes

my game will certainly benefit from this as it contains dozens and dozens of meshes that often overlap from pre-gen.

4 Likes

image
same sometimes applies to parts that are located inside

funny how a feature that has been a gaming industry standard since the early 2000s getting added now

but better late then never, W update
thank you roblox

4 Likes

I noticed that when meshparts are covering other meshparts the system breaks at around 150 studs away. However, at the same distance with a part covering the meshpart the system works fine.

Normal view with no part in the way:

Wireframe at 150 studs away:

Normal view with part in the way:

Wireframe at 150 studs away with part in the way:

Video showcasing occusion culling failing at distances past 150 studs when meshpart is covering other meshparts:

7 Likes

I’ve noticed the same issue but just on the baseplate seems to be a issue at certain camera anglse/positions

2 Likes