[Studio Beta] Introducing Occlusion Culling

I noticed this in Bee Swarm Simulator. It appears to be an issue with cylindrical parts.

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I did some testing and it’s an issue with cylinder special meshes.

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It will be permanently on for all games, unless we see a compelling reason not to do so. It’s designed to not impact performance when it isn’t helping.

Unions can get culled, but they do not cull anything in the initial version of occlusion culling. We may or may not add that in a future revision.

As you noted in your own reply, it has a bug with negative scales. This will be fixed in the next release. If you want to work around it before then, a scale of “x, -y, -z” is mathematically identical to a scale of “x, y, z” with a 180 degree rotation around the x axis. Negative scales on two axes are always equivalent to a 180 degree rotation around the third axis instead.

Yes. It will be fixed in the next release.

We continue to work on improving it. For reasons you can probably guess, Roblox does fewer updates in December.

You’ll have to try and see. It only improves the rendering time, and only if parts are occluded. If you’re limited by simulation or something else, it won’t change anything.

Thanks for the report, I’ll look into it. Cylinder special meshes should not occlude anything, but cylinder parts should. They are different due to technical details.

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Please release this year, I have a game otw <3

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Any update on negative specialMesh scale culling? It’s been quite a while and it’s still impacting skyboxes in my game.

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This is perfect for a custom terrain made out of separate parts.