- Home /
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.
so i have to go through the 6 hr bake if i want to enable it again :|
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.
"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.
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?
Your answer
Follow this Question
Related Questions
How can apply Occlusion Culling in Prefabs 0 Answers
Is Occlusion culling "free"? 2 Answers
Unity 3.0 tutorials 2 Answers
How could i achieve unity pro features in unity indie 1 Answer
Dynamic Occlusion Culling 1 Answer