With the inclusion of default worlds like the forest in the engine, the need for occlusion culling is becoming increasingly important to improve performance. This technique will help optimize rendering by not drawing objects that are hidden behind others, complementing our existing frustum culling. It's a crucial addition for efficiently handling scenes with dense geometries.
With the inclusion of default worlds like the forest in the engine, the need for occlusion culling is becoming increasingly important to improve performance. This technique will help optimize rendering by not drawing objects that are hidden behind others, complementing our existing frustum culling. It's a crucial addition for efficiently handling scenes with dense geometries.
I have hierarchical-z (often called Hi-Z) occlusion culling in mind: https://www.rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/