Godot: 3D occluders

Created on 23 Jul 2017  Â·  9Comments  Â·  Source: godotengine/godot

I thought it would be interesting to have a way to cull 3D objects in addition to basic frustum culling.
In busy scenes, it can happen that many things are in the frustum, slowing FPS down, but maybe only half can actually be seen, because they can be hidden by a wall, by a hill, litterally anything.

2.x had Rooms and Portals, but I feel like they are a bit too specific to interiors. If all you need is just a quad to occlude what's behind a wall or a hill, rooms aren't suited for that. Also rooms don't work in 3.0 (I tried to set an Area but it produced an error).
I noted Unity also has this feature, which seems to do a great job, be it for interior or exterior scenes.

An alternative to manually place occluders in a scene is occlusion queries (which work for any kind of scene or procedural terrain), but I don't know if they are doable with the GLES3 renderer.

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Most helpful comment

i have on my todo list a bunch of pretty cool culling techniques, but as
always out of time for 3.0

On Sat, Jul 22, 2017 at 7:11 PM, Marc notifications@github.com wrote:

I thought it would be interesting to have a way to cull 3D objects in
addition to basic frustrum culling.
In busy scenes, it can happen that many things are in the frustrum, but
maybe only half can actually be seen, because they can be hidden by a wall,
by a hill, litterally anything.
2.x had Rooms and Portals, but I feel like they are a bit too specific to
interiors. If all you need is just a quad to occlude what's behind a wall
or a hill, rooms aren't suited for that. Also rooms don't work in 3.0.
I noted Unity also has this feature, which seems to do a great job, be it
for interior or exterior scenes.

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i have on my todo list a bunch of pretty cool culling techniques, but as
always out of time for 3.0

On Sat, Jul 22, 2017 at 7:11 PM, Marc notifications@github.com wrote:

I thought it would be interesting to have a way to cull 3D objects in
addition to basic frustrum culling.
In busy scenes, it can happen that many things are in the frustrum, but
maybe only half can actually be seen, because they can be hidden by a wall,
by a hill, litterally anything.
2.x had Rooms and Portals, but I feel like they are a bit too specific to
interiors. If all you need is just a quad to occlude what's behind a wall
or a hill, rooms aren't suited for that. Also rooms don't work in 3.0.
I noted Unity also has this feature, which seems to do a great job, be it
for interior or exterior scenes.

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Reply to this email directly, view it on GitHub
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Bump, any hope of getting occlusion culling in 3D?

@Zireael07 See here, it says it is expected for 3.2. https://www.patreon.com/posts/17595598

Thanks for the information @Dudemanjude :)

Is this still being worked on? It seems pretty important.

@name-here it's planned for 4.0

@clayjohn Who will be working on it for 4.0 or has that not been hammered out yet?

reduz I guess. Unless there is someone out there who knows how to do it really efficiently and really wants to do it.

Closing in favor of #22048, which has more information on the subject. Occlusion culling is still being worked on for 4.0 :slightly_smiling_face:

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