Hi there, Frustum culling works with the current camera projection matrix. However the occlusion culling uses the depth buffer which comes from the result of the previous frame. This is an issue when your camera is moving fast and your frame rate is low enough so that there is a big difference between frames to cause incorrect culling. It is not possible to get the next frame's depth buffer before it is rendered. So in these cases we recommend to disable the occlusion culling. You can disable the occlusion culling in editor completely or enable/disable occlusion culling at runtime from GPUInstancerManager.isOcclusionCulling when needed.