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Graphics GPU Occlusion Culling without baking and raycasting

Discussion in 'Tools In Progress' started by drcrck, Jan 25, 2019.

?

Price?

Poll closed Feb 22, 2019.
  1. 10

    17 vote(s)
    29.8%
  2. 20

    12 vote(s)
    21.1%
  3. 30

    17 vote(s)
    29.8%
  4. 40

    3 vote(s)
    5.3%
  5. 50

    8 vote(s)
    14.0%
  1. drcrck

    drcrck

    Joined:
    May 23, 2017
    Posts:
    328
    Current version doesn't support URP
     
  2. FiveFingerStudios

    FiveFingerStudios

    Joined:
    Apr 22, 2016
    Posts:
    510
    I've just integrated dgoc into my project and have an issue.

    I'm using VRTK in my project and using headset fade to fade the players vision when loading scenes or teleporting. For some reason, dgoc disables this. I believe the VRTK fading works by creating a mesh at runtime and controlling the transparency as it blocks the camera. Is there a way to exclude this?

    Some notes/questions:
    1. Enabling and disabling gdoc doesnt prevent the issue. Only removing the component fixes the issue.
    2. I've setup gdoc to only work on certain 4 layers that contain my static objects, which that mesh is not one of them.
    3. I don't understand what the section "layers (movement)" does. Could you explain this in detail?
     
    Last edited: Jan 5, 2021
  3. Superjayjay

    Superjayjay

    Joined:
    Mar 28, 2013
    Posts:
    69
    Any current estimates for when gdoc 2.0 comes out? Sounds like the perfect occlusion solution for us, specially if it works with vegetation studio pro.

    We're currently playing around with Gdoc 1 and I'm amazed at the results so far and how quick it was to setup and since we're using vegetation studio pro quite intensely I can't imagine the massive performance gains we'd have if it worked well with it. Being platform indelend would also be a massive thing since we're working with other platforms and Gdoc 1 being exclusive to windows means we'll have to look for other solutions for the other platforms.
     
    Last edited: Jan 19, 2021
  4. Tretiak

    Tretiak

    Joined:
    Jan 22, 2018
    Posts:
    49
    Anyone having DllNotFoundException in built project ?
     
  5. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,212
    Is this asset dead now?
     
  6. drcrck

    drcrck

    Joined:
    May 23, 2017
    Posts:
    328
    Going to update it soon
     
  7. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,212
    Thanks for your reply. Good to hear - use this a lot currently.
     
  8. joeconstable97

    joeconstable97

    Joined:
    Jul 30, 2013
    Posts:
    50
    Any news on this? Really hoping for a URP update :)
     
    matthewhxq, carking1996 and julianr like this.
  9. Notso

    Notso

    Joined:
    Oct 25, 2015
    Posts:
    44
    So as far back as april of 2020 you have said a new verison is coming. then sept 2021 said same thing and still no new version....
    Should I waste money on this? it looked promising...but if it's dead not going to spend money.
     
    Last edited: Mar 14, 2022
    Tretiak likes this.
  10. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    9,283
    tested this on a heavy static scene with +40k objects,
    gdoc enabled: 240ms ~4fps
    gdoc disabled: 140ms ~8fps

    also, can this be used without directional light?
    and do i need to manually add occludees?
    (documentation doesn't suggest it, so not sure if adding just the camera gdoc component is enough?)
     
    Last edited: Apr 26, 2022
  11. drcrck

    drcrck

    Joined:
    May 23, 2017
    Posts:
    328
    GDOC is deprecated. I'm done with Asset Store, but if I ever have time to clean it up, I'll publish it on Github. Anyway, if you purchased it in 2022, please submit a refund request with your invoice ID to drcrck@gmail.com.
     
    mgear likes this.
  12. jeromeWork

    jeromeWork

    Joined:
    Sep 1, 2015
    Posts:
    426
    Very sad to hear that. Thanks for the work you put into it.

    Can you say what brought on the decision, i.e. asset store specific stuff? the pain of keeping up with engine changes? over demanding customers?
     
  13. drcrck

    drcrck

    Joined:
    May 23, 2017
    Posts:
    328
    Keeping up with engine changes is really hard when its devs have no clue what they are doing...

    upload_2022-7-15_16-1-41.png

    Unity ended up in a state where the devs themselves couldn't make a game using their own engine:
    https://forum.unity.com/threads/int...oming-sample-game.1257135/page-2#post-8278305
    and that's was it for me.
     
    oAzuehT, TerraUnity, Max-om and 5 others like this.
  14. Hobodi

    Hobodi

    Joined:
    Dec 30, 2017
    Posts:
    101
    Is it still worth hoping for?
    Unity ended up adding their GPU occlusion on URP, which will probably be finished in 10 years, but those who are developing now in built-in are left hanging.