Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by 0potable · Apr 09, 2015 at 02:08 PM · unity5performanceoptimizationocclusion culling

Occlusion Culling freeze standalone player (Unity 5)

Hello everyone !

First question here, sorry for my phrasing, I'm not a native speaker of English.

I just recently bought a license for Unity 5 and we're trying to port our project from Unity 4.2.2f1 to 5.0.0f4.

We were stuck using 4.2.2f1 because they changed the way Umbra works starting at the 4.3 version and it was performing poorly, despite all the setups we tried at the time.

For information it's crucial for our project to have Occlusion Culling, as our main level is a big scene, Skyrim/Shadow of Colossus-style, with less details and no textures.

Here's the significant information of the scene for you :

Total meshes : 2 223

Total Vertices : 572 778

Min : 4

Max : 25 572

Avg : 257

Total Faces : 988 506

Min : 6

Max : 38 376

Avg : 444

All the meshes are tagged as Static Meshes and have the correct Occluder/Occludee tags as well : small meshes have the Occludee tag, large meshes have the Occluder tag and medium meshes have both.

As for the Occlusion Culling parameters :

Smallest Occluder : 20

Smallest Hole : 3

Backface Threshold : 75%

Baked data size : 30Mo

It takes less than 5min to bake the data.

I put ~10 Occlusion Areas inside the scene to "highlight" the volume for Umbra.

We’ve got two cameras rendering the main scene :

  • One with all the Post Processing Effects from 0.15 to 1500 meters.

  • Another one w/out the Post Process but with the fog from 1500 to 5000 meters.

We split the main render into two cameras because having only one camera from 0.15 to 5000m creates a lot of ZFight and Shadows flickering. Both cameras are tagged for Occlusion Culling.

My config : - Intel i7-2600K @ 3.4GHz - 8Go DDR3 Ram - Nvidia GeForce GTX 760 (2G VRam)

With all these parameters the scene runs smoothly inside the Editor, does not generate hiccups and hides efficiently the meshes as intended.

But on the Standalone version we’ve got problems : with the Occlusion Culling on, the game uses up at least 75% of the computer’s processing power with horrible freeze frames (up to 1 second of freeze every 5 seconds).

Worst of all, on certain configurations, the game uses up more and more Ram over time, leading to crashes after less than 15min.

We tried some alternative solutions available on the Asset Store : - Instant Occlusion Culling - M2H Culling - Gorovs Occlusion Culling

But unfortunately all of these solutions either aren’t efficient enough or require too much fine tuning on our end to achieve the intended results.

Does anyone have a solution to our problem ?

Why does Umbra work properly inside the Editor but not in a Standalone build version of our project?

Thanks in advance :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Acreates · Aug 20, 2017 at 05:23 AM

Hello

Did you guys ever find a fix? I'm dealing with the same issue.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image 0potable · Sep 04, 2017 at 11:07 AM 0
Share

Hi,

Sorry but we didn't find any solution. The multi-threading of PhysX with Unity 5 gave our project a significant boost in performance, so we just kind of "forgot" to look for a good Occlusion Culling.

In the end we didn't use any OC (plus half of our world is now changing over time, so baked data won't be a valid solution).

Cheers.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How do I get my game to run faster? 4 Answers

Merging together all GameObjects of an Array? 1 Answer

Windows Phone performance 0 Answers

Sprite Alpha Performance 0 Answers

How can reduce the poly count? 7 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges