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Precomputed Culling - Gain FPS by Occluding what's invisible

Discussion in 'Assets and Asset Store' started by Prographers, Sep 18, 2023.

  1. Prographers

    Prographers

    Joined:
    Dec 3, 2020
    Posts:
    6
    Pixel perfect occlusion system that will significantly improve the performance of your scenes, without almost any overhead.

    Using time on your computer, precompute/bake your scenes to gain a significant performance boost. The occlusion culling algorithm will find all visible meshes from each point on your scene, using the color-coding algorithm. Then it will save them efficiently and load only when needed.

    Heavily occluded scenes like a two-story house with the interior on all floors gained us up to 240% in frame rate! From 30fps to 72fps on Quest 2. Open world scenes with flat chunked terrain, gained us 10-25%. From 47fps to 60fps on low-end mobile.



    In the video, we will discuss what is Occlusion Culling. How it works. How does it compare to the built-in Unity solution. Basic usage of Precomputed culling, and at the end Performance Comparison!

    Links
    Documentation and API reference: https://prographers.github.io/Precomputed-Culling
    Project page: https://prographers.com/precomputed-culling/
    Documentation repository: https://github.com/Prographers/Precomputed-Culling/
    Discord: https://discord.gg/55gM3s3pdR
    Asset Store: https://assetstore.unity.com/packages/slug/221372

    Features:
    • Support for URP and HDRP
    • Support for multiple cameras
    • Support for multiple scenes with multiple variants and dynamic loading and unloading
    • Lightweight with an option for additional compression
    • Supports transparency
    • Supports LODs
    • Supports Unity Terrain
    • Supports 2D Sprites*
    • Runtime precision control between quality and performance
    • Support for all platforms including mobile, VR, AR, and WebGL
    • API for custom building pipelines
    • Everything is written in C#, full source code included
    • Code documentation + external documentation with tutorials
    • Easy to setup
    • Examples and Demos
    • Moving Occlusion Area with objects
    • Support via email or discord
    • Superior performance
    *Not recommended to use in 2D games, intended use is for example leaves on 3D trees or far away rocks.


    Limitations:
    • Required to bake scenes and their variants before build.