
Publisher
godotengine
Occlusion Culling and Mesh LOD Demo
This demo showcases the use of occlusion culling and mesh level of detail in a 3D scene. The demo contains 1,024 identical rooms in a 64×64 grid. The room geometry is used as a basis for a baked OccluderInstance3D, which allows each room to be culled if it is hidden by another room's walls. Occlusion culling can provide a performance benefit in draw call-bound scenarios. However, since the Forward+ backend uses a depth prepass, the shading cost is already reduced by the depth prepass. As a re...
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