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Discussion in 'Graphics Dev Blitz Day 2023 - Q&A' started by Lars-Steenhoff, May 24, 2023.
When will the new occlusion culling be ready ?
Second to this!
Burst Occlusion Culling is still experimental and not recommended for production use. We are actively working on making it production ready by assessing and improving workflows and performance concerns. We are also doing user testing and improving based on feedback. We will give an update when we are more confident about the concrete production ready release dates.
Any chance that Burst Occlusion Culling will work with trees/SpeedTrees? I especially mean branches geometry (planar surfaces?) that use alpha tested materials (alpha cutout) and wind (vertex animation). Please correct me if I'm wrong but this example sounds like a very hard case to work with occlusion culling.
Any chance I will be able to modify occlusion at runtime.
Or bake occlusion separately for my prefab/scenes and add them additive. (and not in S***ty way like with umbra)
Also please make the occlusion data storage asset format open.
It doesnt require baking step
Could you share some information about the inner working of the Burst Occlusion Culling?
I wrote a a GPU culling last year and would be interested in privatelly trying this and provide internal feedback.
Unfortunately, it has not been planned yet. But I encourage you to vote for this feature in the public roadmap so you can add your requirements.
There were some information posted here about the current implementation.
I note that you volunteer to test the new system
When we will organize a user testing session, I will post in the forum so people can register.
some "GPU Occlusion Culling" mentioned in blog post,
I'm at Unite. They said GPU occlusion culling will be in Unity 6. So probably out next year somewhere.
The demo was quite promising. I recommend to check out the rendering section on the unite keynote
Yes it will be available in Unity 6. I can only encourage you to watch the Unite 2023 Keynote demo from Elaine and Mathieu. It will provide show you better what is GPU culling.
You can also look at this Thread from @Tim-C that talks about GPU Resident Drawer