I am playing a bit with the occlusion culling and I reach to get an acceptable results. If I play the scene in Unity and I am in “Occlusion/Visualization” my FPS are very high.
BUT if I build the project with the scene, my framerate drops down radically.
Am I missing something in the Occlusion Culling baking ? maybe I miss some option to include it in the build.
Are you building for the same platform as your editor? Also, what resolution are you running the game in? If it’s at a much higher res than the editor, maybe you are GPU bound.
Hey thanks for the reply!
Yes I am building for Pc standalone.
and I run at maximum res. I really don’t get this gap.
is there any option to set in the build in order to include the Occlusion culling baked?
I think the OC is a red herring. Try running your game at a resolution that more closely matches the size of the viewport in the editor (like 640x480). The game will probably run just as well at that resolution. If so, it means that you are GPU bound, that you are rendering more pixels than your GPU can handle.
By the way even if is off topic, I’ve checked your SECTR. Really impressive!
maybe you can be so kind to answer the following question:
Compared with the OC of Unity, related to a big terrain of 2000x2000 and of course with the same amount of
Prefabs/meshes ecc, are the performances definitly better?
I’m running into the same issue. When I create a build, the FPS drops to unplayable levels. When I use the profiler with a dev build, I can see that Occlusion culling is eating up to 64% of the process. Where in the Editor it eats up 14% tops. When we build, are we suppose to add an occlusion data file?