You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
With the inclusion of default worlds like the forest in the engine, the need for occlusion culling is becoming increasingly important to improve performance. This technique will help optimize rendering by not drawing objects that are hidden behind others, complementing our existing frustum culling. It's a crucial addition for efficiently handling scenes with dense geometries.
With the inclusion of default worlds like the forest in the engine, the need for occlusion culling is becoming increasingly important to improve performance. This technique will help optimize rendering by not drawing objects that are hidden behind others, complementing our existing frustum culling. It's a crucial addition for efficiently handling scenes with dense geometries.
I have hierarchical-z (often called Hi-Z) occlusion culling in mind:
https://www.rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
The text was updated successfully, but these errors were encountered: