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Hello, i am using your occlusion culling in my project, ive ran some tests and it seems to be what is causing objects to stay rendered when action "make invisible > current scene node" in this case for switching weapons in my game.

When I run my game normally (not through runApp.exe) it all functions but there is lag from no occlusion culling. When I run from runApp.exe this issue occurs but performance is smooth.

Any thoughts why it might be causing this issue and what to do?

It seems the API must be ran on the init scene (the first scene that runs) and this fixed it. The occlusion is a deal maker for my project thank you Robo

(1 edit)

ok, cool :)

Went to look at the reference for upgraded apis but taken down

Its back up now

Oh cool thanks rob

cheers :)

I made some more improvements and tweaks with occlusion culling, its the best I can make it and runs best using 30ms or less time delay.

It causes flickering with transparent objects if something can be culled that is positioned behind it but other than that its pretty good.

I tested a 1.2 mill polygon terrain and was still getting around 260 FPS looking at the most detailed sections., with the rest was closer to 300+ FPS..