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Question by Manco Capac · Jan 08, 2014 at 05:51 AM · occlusionculling

Occulsion culling using too much cpu

I dont know much abt occlusion culling. I was trying it out, using the PVS and dynamic objects technique. I use additive scenes, and i searched and found occlusion culling wont work on them. But they do cull, so i decided to bake all the other scenes. Renderer.culling uses 20-30% cpu when 1 scene is loaded. and about 80% when 4 scenes are loaded. What might i be doing wrong? and how can i disable occlusion culling? i want to see how the game runs without it.

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avatar image Benproductions1 · Jan 08, 2014 at 06:11 AM 0
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To "disable" it, you clear the occlusion bake

avatar image Manco Capac · Jan 08, 2014 at 06:23 AM 0
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so i have to go through the 6 hr bake if i want to enable it again :|

avatar image Manco Capac · Jan 08, 2014 at 06:32 AM 0
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it's 150fps without occlusion cullng, and drawing takes upto 20% cpu. is it normal for the culling to have so much overhead? i have around 1200 gameobjects.

avatar image Benproductions1 · Jan 08, 2014 at 06:42 AM 0
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"Normal" in this case is quite subjective. It depends on your computer, how your scene is made up, what you bake settings are etc. Occlusion Culling is also very situational. Are you going to have a lot of objects hidden behind other objects but still in the viewport, then occlusion culling could be a benefit. If that's not the case (like in 2d or 2.5d games) then occlusion culling will just take up CPU power but really do nothing at all.

avatar image Manco Capac · Jan 08, 2014 at 06:59 AM 0
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thx for ur help

well, my game is open world. and pretty highly detailed. There are lots of buildings, so lots of objects will be hidden. There are also many moving objects, cars, people etc. what bake settings might improve performance in my case?

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