[Studio Beta] Introducing Occlusion Culling

No, it makes the trees have more realistic shadows, you’re bruteforcing worse shadows, and let’s not forget Humanoids are resource heavy.

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I agree with him, it looks better without a humanoid tbh.

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I’ll stick to the original since development beginning everyone told me that it looks better this way and I also feel like softer shadows are much more eye pleasing than contrasting deep dark colors which gives unrealistic feel

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I feel like the 2nd image you showed is more realistic. First of all, the shadow is darkest near the base of the tree, and gets lighter as it extends out. Second of all, leaves that are not illuminated have a difference in the darkness of the shadow.

In the first image, it seems like all the shadows are at the same darkness, including the leaves.

I guess you can say it’s more eye catching, but it looks a little… flat, for lack of a better word.

Just curious, how many trees are in this whole build? If it’s a giant map, you’d probably want to prioritize culling more (if it doesn’t support humanoids by release)

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500-700 different tree models in whole map. And yes, it is a giant map, however it performs flawlessly at the moment on low end devices.

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Will we be notified when this feature gets released? So we can set it up asap for our players to enjoy this performance boost!

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Weird, I have a lot of unions yet it, it works fine for me.

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I did some looking into it, and it appears that based on several factors Roblox has a method for checking what parts should and shouldn’t be occluders as far as I can tell based on a number of factors, rate limiting, the shape, how often it’s seen, etc are all factors. Roblox does this instead of having all parts being occluders for performance and accuracy.

Basically It’s better to have parts that should be occluded not being occluded than to have parts that shouldn’t be occluded being occluded.

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It seems to occlude things behind specialmeshes that use negative mesh scale in order to be see through.

Camera outside of the specialmesh. (Insides were previously visible)

Camera inside of the specialmesh. (Intended behavior)

This is rather annoying, though not THAT big of a deal as I’ve found workarounds.

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For reasons like this I think we need more control over this occlusion.

Because there’s some rare cases where occlusion does not work when it should, and there are some cases where things are occluded when you don’t intend for them to be included, usually the case with fake/mesh skyboxes.

There’s also some cases where I’d specifically WANT models to not render, even if they’re technically visible.

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Any new updates to this new feature? Or are you just going to leave it in beta until you guys can be bothered to resume on improving it?

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I’m dying to test out this feature on the Roblox Game Client.

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its already released, i only know this because theres tons of flickering models


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:skull:

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you should use an animation controller

I just noticed this got silently enabled, praying it gets kept on because it makes a massive difference in my experience.

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It does absolutely nothing to change lighting properties of model.

time to test performance gains!

I just want to say that that is a beautifull map, and with occlusion culling, the framerates are better making it look more appealing.

recently i have concluded such an experiment: part gets instantiated on each frame and parented to workspace, later those parts are CSG’d (unioned together) in batches of 100k
i’ve found out the engine becomes unresponsive at approximately 730k parts
i wonder will this new feature help enlarge this limit?

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