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Stay with unity or move on?

Discussion in 'General Discussion' started by rainboww, Apr 25, 2018.

  1. hippocoder

    hippocoder

    Digital Ape Moderator

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    Changing. I'm enjoying 2018.2 texture mip streaming.

    I've not said that. I've told you how to work optimally with it. It isn't important to me if nobody wants the performance I'm getting. I shared. I'm done.
     
  2. Ryiah

    Ryiah

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    That's essentially what Vegetation Studio is doing under the hood.
     
    frosted likes this.
  3. frosted

    frosted

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    I think more or less all vegetation systems have custom culling implementations, or at least any aimed at performance.

    If you look at Critas, you can see how he structured it by looking at his components since it's all more or less visible in editor. A custom culling system is not always a ton of work, it can be fairly straight forward depending on the environment.

    I believe that vegetation systems rely heavily on custom culling because they also tend to rely heavily on (kinda) custom batching thats more optimized for the narrow but extreme rendering you need for vegetation.

    These will also usually include custom lod systems as well for the same reason.
     
    Last edited: Apr 29, 2018
    zenGarden likes this.
  4. AndersMalmgren

    AndersMalmgren

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    We use the culling group API for some of our AI tasks, plus we use it to determine if we should spawn different particle effects like bullet impacts etc. If we need to use it for static props in the world to me seems like a failure on umbras/Unitys part
     
  5. AndersMalmgren

    AndersMalmgren

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    My original statement was about static props, I can't really see why the culling group API should be needed here.

    Like here, Umbra fails to occlude all the props inside a building

    upload_2018-4-29_19-8-35.png

    The culling API uses the same culling logic, so why would a culling group help?
     
    Last edited: Apr 29, 2018
  6. Peter77

    Peter77

    QA Jesus

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    Did you submit this as a bug report already? I would expect this to work as well, so perhaps just a bug.
     
  7. AndersMalmgren

    AndersMalmgren

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    I have not, its been like this since we started working with 5.x back in 5.2.

    Here is another example, we even have a closed portal since its a closed door, I have marked it in red in scene and preview camera

    upload_2018-4-30_10-36-23.png
     
  8. Peter77

    Peter77

    QA Jesus

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    If in doubt, bug-report it out ;)

    Occlusion Culling is a complex topic and they probably have bugs in this system left. I remember I came across a rather obvious issue (which existed since 5.x) where objects in plain sight just disappeared, which turned out to be a bug fortunately.
     
  9. AndersMalmgren

    AndersMalmgren

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    Might be a bug actually, I tried to reproduce it in a small scene and it works like it should there, I even baked the mesh with mesh baker so not a problem there

    upload_2018-4-30_11-48-32.png

    Without oclussion
    upload_2018-4-30_11-48-53.png
     
  10. frosted

    frosted

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    Is this scene actually the example? I wouldn't imagine those props would be large enough to actually occlude anything.

    Or do you mean that the props aren't culled when viewed from outside the building?

    Your second example with the small props on floor plus upper window would naturally work, since the wall is a nice solid block for occlusion, but in your warehouse scene objects that are more freestanding (which can often be seen over) are going to not occlude much if anything (if only because the resolution that you'd have to use for space mapping would need to be crazy fine and the benefits would get smaller and smaller as you end up borderline raycasting individual objects).

    ____

    Edit: after looking more carefully at your screenshot - yeah the camera is outside the building, so that should occlude. So this is either a settings issue, mesh issue or bug.
     
    Last edited: Apr 30, 2018
  11. AndersMalmgren

    AndersMalmgren

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    I'm talking about the props inside the warehouse, the camera is outside the warehouse. I use the same settings and ocluding mesh in my scene were I try to reproduce the error