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BOOST your FPS with occlusion culling | #UnityIn60Sec




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Название :  BOOST your FPS with occlusion culling | #UnityIn60Sec
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Treron Developement
This Helped alot now Chimps Life! Runs At 72 to 350 Fps instad of 32-48 fps!
Comment from : Treron Developement


Royale your dad
very good video and first like
Comment from : Royale your dad


Bara5
I'd like to ask if there is a way to enable it in a Unity game with a command or something, without entering the dev tool?
Comment from : Bara5


Grimm Smile
Thanks, this helped!
Comment from : Grimm Smile


RestushLogic
In the context of occlusion culling, "occluder static" and "occludee static" are terms used to describe the static nature of objects in relation to occlusion culling calculations Let's break down these terms: br brOccluder Static: brAn "occluder" is an object that blocks the view of other objects from the camera's perspective In the context of occlusion culling, an occluder is an object that is deemed to have a significant impact on what is visible and what is hidden in the scene "Occluder static" refers to objects that are considered to be static occluders These objects are not expected to move or change position during runtime and are used as reference points to determine what parts of the scene are hidden from the camera's view Occluder static objects are typically used for calculating occlusion in scenes br brOccludee Static: brAn "occludee" is an object that can be hidden from view by occluders "Occludee static" refers to objects that are considered to be static occludees These objects are also not expected to move or change position during runtime Occludee static objects are those that are potentially hidden by occluders, and they are subject to culling if they are not visible due to occlusion br brIn essence, the terms "occluder static" and "occludee static" are used to categorize objects based on their role in occlusion culling calculations Occluder static objects are the ones that have a direct impact on occluding other objects, while occludee static objects are the ones that can be occluded by occluders br brWhen implementing occlusion culling techniques in a 3D graphics engine like Unity, understanding the static nature of objects in your scene is crucial Static objects are often more suitable for occlusion calculations because they do not change position, and their interactions with other objects are consistent Dynamic objects, on the other hand, can introduce complexity to occlusion calculations since their positions can change frequently By properly categorizing objects as occluder static or occludee static, you can optimize occlusion culling calculations and improve rendering performance in your scenes
Comment from : RestushLogic


GarryDev
It destroyed my map bro
Comment from : GarryDev


Hummer Earn
byeeeee🤣😅
Comment from : Hummer Earn


In4init3
I dont know how, but doing it only got me a 3fps boost on standalone after removing demanding things it bumped up to 30fps, but before the max was 15fps so not too big because my max fps on standalone is 72 and im getting half that help?
Comment from : In4init3


Hristo Aleksiev
FPS downgraded with Occlusion Culling, not sure why :/ Maybe, because my models are placed from Unity Terrain
Comment from : Hristo Aleksiev


Yusuf Jawad
It's not that easy look at the size of that thing It is like 90 mb of occlusion data which is bad You could have made it in more detail and tell about occlusion area componnent
Comment from : Yusuf Jawad


SchonkigPlavuis
I just did it Eazy Now my controller walks like a drunk man,
Comment from : SchonkigPlavuis


TincaQ
my fps went from 70 to 70
Comment from : TincaQ


Luka Müller
Great tutorial ty
Comment from : Luka Müller


BrokenMonitor
thanks bro this trick also fixed my lighting issues
Comment from : BrokenMonitor


Jayant Barthwal
can we apply same thing to UI Canvas (camera ) as there is a lot of thing in my canvas and it is running in 15 fps in android
Comment from : Jayant Barthwal


Julian Röckl
You literally saved my project in 1 min Got from 10 fps to 40 fps
Comment from : Julian Röckl


GameCreationTutorials
is it possible to make collision culling in a prefab instead
Comment from : GameCreationTutorials


Emre Özbayrak
60 to 42 thx
Comment from : Emre Özbayrak



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