UNITY 6 v6000.0.0f1 - Occlusion Culling vs GPU Resident Drawer - DX12

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Пікірлер: 10

  • @NorthstriderGaming
    @NorthstriderGaming2 ай бұрын

    Yeah, the resident drawer and the occlusion culling are very powerful tools. Now they just gotta catch up on auto-LOD and they are back in the game

  • @redragon1229

    @redragon1229

    2 ай бұрын

    Unity has had ALOD (and even HLOD) for a long time, check their git page

  • @irtezamasud1079
    @irtezamasud10792 ай бұрын

    Nice testing

  • @ragerungames
    @ragerungames2 ай бұрын

    cool

  • @batnikelam-mavzer443
    @batnikelam-mavzer443Ай бұрын

    GJ

  • @musabkara1684
    @musabkara168427 күн бұрын

    That Plane is not occluding. It doesn't seems working

  • @bestzorro
    @bestzorro2 ай бұрын

    Doesn’t look like you get that much occlusion on this scene. Frustum culling already takes care of items outside the camera. Instancing is the big win here, not occlusion. I would try a scene with lot’s of different objects that can properly occlude each other

  • @dallinvader2382

    @dallinvader2382

    2 ай бұрын

    That would be a better test with a bigger enviornment but this is still really cool experiment.

  • @developerdiary5893
    @developerdiary58932 ай бұрын

    Similar thing is available from four years, check "Unity-GPU-Based-Occlusion-Culling"

  • @redragon1229

    @redragon1229

    2 ай бұрын

    Prototype vs officially supported ready solution, bruh

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