Hi,
Burst Occlusion Culling is now included with the experimental release of ECS for 2022.
You will find more information about the experimental release of ECS for 2022 here:
We will post in the forum in the upcoming week to give more information specific to Burst Occlusion Culling.
Our new occlusion system is planned to be a standalone feature, but is currently tightly integrated into the Entities Graphics package.
GameObject support is planned for the future, which requires it to be decoupled from the Entities Graphics package.
The only dependency for the updated Burst Occlusion Culling system is Burst. It is completely separate from the GPU Driven rendering initiative.
We are very eager to get feedback from developers.
Experimental Burst Occlusion Culling in experimental ECS for 2022 still requires manual occluder creation.
Both the fully conservative software rasterization and occluder generation pipelines are incredibly complex.
So our plan is to provide first a very robust heavily optimized software rasterization system with manual occluder generation.
We then plan on integrating developers’ feedback in more refined workflows in the future.
Auto Generated occluders, which are in fact in progress, are also part of our next priorities, and they will be out in one of the following releases.