Frustum Culling is not working properly with terrain details and trees

I was trying to optimize my grass for a long time and I was not worried about frustum culling because was thinking unity does it already, untill I rotated my camera to the sky and saw that a million verts were still being rendered…

I am not using weird detail settings. everything is default. GPU instancing and Occlusion culling are enabled, working properly.

I also am observing no obvious signs of frustum culling on Unity Terrains in 2022.3 using HDRP. I turn off a bunch of terrains (just the component, leaving collider enabled) that are not in frustum and my performance skyrockets.

@iDerp69
I posted my terrain details settings in another thread, so please try these and let me know if it helps:

When I look straight down:
Batches: 85, Verts: 31.3k, 3.7ms

Straight forward:
Batches: 192, Verts: 883.2k, 4.1ms

Straight up:
Batches: 52, Verts: 6.2k, 3.8ms

I’m using URP instead of HDRP, but as long as you have your terrain and terrain details set up to use “Instance Count Mode” then it shouldn’t draw more terrain details than necessary.