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Light occlusion culling not working (deferred rendering)
I have an enclosed room with lights inside that I have duplicated X amount of times.
Occlusion culling works perfect on the meshes, meaning only the room I'm standing in is visible, but it's still drawing the lights from the other rooms, even though I can't see them.
Deferred Rendering
Single Room (No Occlusion) - 100 dc
Other Rooms (Occlusion) - 300 dc
Other Rooms (No Occlusion) - 300 dc
Lights in other rooms disabled - 100 dc
Forward Rendering
Single Room (No Occlusion) - 50 dc
Other Rooms (Occlusion) - 50 dc
Other Rooms (No Occlusion) - 300 dc
Lights in other rooms disabled - 50 dc
So lights from deferred lighting add draw calls even when they're not on the screen, touching anything, etc? Is this normal behaviour, and won't affect performance for a PC game?
If I duplicate some of the lights that are touching a lot of objects it can add 20+ draw calls, even if it's miles away touching geometry that is occluded...
I even tried 3 seperate occlusion volumes with high resolution.
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