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Why distance culled Objects still considered for Occlusion Culling? How to stop objects from culling

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    Why distance culled Objects still considered for Occlusion Culling? How to stop objects from culling

    Hey, I was just doing some tests with different culling Methods and I noticed, that Objects that are already culled by Distance still create heavy load on the GPU as they are checked for Occlusion Culling.

    Is that necessary, and if so - why?

    I would like to disable occlusion culling for certain Objects due to that reason, I thought "Treat Object as Background for Culling" would do the trick, but that setting doesn't seem todo anything.

    How do I exclude certain Objects from beeing Occlusion culled?

    #2
    still looking for a solution

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      #3
      Sounds like a bug.

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        #4
        Can somebody confirm whether this is a bug or not?

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          #5
          "How do I exclude certain Objects from beeing Occlusion culled?"
          Well the engine himself allows you to set the visible radius of the actors so you can set a real huge radius for example, other than that I know there is an option on actors aswell to use them as culler but idk about if there is another to get non culled.
          Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
          Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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