[Studio Beta] Introducing Occlusion Culling

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.

6 Likes

Finally, real culling.
Thank you Roblox Engineers.

5 Likes

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

1 Like

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.

6 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!!

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

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Once terrain can occlude parts, its over.

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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

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

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image
same sometimes applies to parts that are located inside