I'm trying to figure out how Occlusion Culling works in Unity DOTS, especially in regards to dynamic occlusion culling (I am experimenting with MineCraft'ish project, with big amount of cubes, many of them are not visible behind the other ones), but for now it seems like the gain of culling some objects is neglectable in comparison to huge performance drop related to occlusion culling being enabled. Even in the test scene StressOcclusionCulling of HybridURPSamples project enabling Occlusion (Occlusion - Enable = ON) leads to significant FPS drop. Here are some profiler graphs: Occlusion OFF Occlusion ON Enabling the Occlusion increases the time spent on one frame from ~1 ms to ~300 ms, despite reducing the number of triangles rendered by ten times. The most significant time sinks in StressOcclusionCulling scene are Rasterize Job and Mesh Transform Job. Maybe there are some settings I need to change or principles I do not understand behind occlusion work for it to make positive impact on the performance? Best regards.