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Question by iand5739 · May 11 at 12:26 AM · optimization

Rendering Obscured Objects

Hello. I am working on a procedural planet game. The planets are covered by about five thousand objects. I have grass, rocks, etc. For some reason, when the camera is facing "down" (through the planet), the framerate is approximately quartered. I think that objects that are not observed by the terrain but are still in the line of the camera are being drawn or computed in some way. I would expect the frame rater to be better when looking down as hardly anything is rendered. Is there some way I can resolve this? I have looked a bit into occlusion culling although it seems like that is set up by default and I am still having this issue. Does anyone have any ideas? I hope this is not too general of a question. If all else fails maybe I can hide things that are far away from the player?

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Answer by Renardjojo · May 11 at 10:09 AM

Hey,
indeed, occlusion culling is what you are trying to do, but it seems you are not completely sure about what cause your performance issue.

I advise you to use the frame debugger of unity (menu: Window > Analysis > Frame Debugger).
Thanks to it, you can see if your object is draw or not and if occlusion culling work.
I know that I don't really answer your question, but it's essential to make sure that is really your problem.

Let me know if this helps you find solutions
Jonathan

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