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frustum culling problem
Hi! I have a gameobject that has about 160 meshes as childs. It has baked lightmaps and no scripts attached to any of them. There are no physics going on with these meshes. The far clipping plane of my camera is set to 50.
Now i tried to instantiate that gameobject about 1000 units away and with everytime I instatiate it my framerate drops down by ~10%. Same happens if i instatiate it visible to the camera. Shouldnt the instances far away not affect the performance?
I tried it in the Editor, Webplayer and PC Standalone. I want to use this to automatically extend the world when the player reaches the edge of the world. (unity free)
I'm not sure this helps, but if you turn the renderer off until you need the meshes, your frame rate should jump back up.
Answer by Eric5h5 · Feb 04, 2013 at 12:07 AM
Frustum culling isn't free; Unity still has to go through all the objects every frame to figure out if they should be culled. So instances far away still affect performance.
It isnt free? Strange. But even I dont use frustum culling, it should make a difference if a object is behind the far clipping plane or not, right? But it doesnt seem to make any difference in my project.
Well, thanks.
It's not strange...everything requires CPU cycles, nothing is free. ;) You always use frustum culling; there's no option to turn it off. If an object is outside the view frustum, it should be faster than being inside, though it may not make a huge difference depending on some factors such as number of polygons, shaders, etc.
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