Occlusion Culling drastically reducing performance.

Every time I try and use occlusion culling, even in a super simple scene I get abysmal frame rates. For testing I created a room prefab that contains 15 objects. I created 96 of the prefabs arranged in a grid, so a grid of rooms, each filled with objects. 1.1M tris and 2844 drawcalls (without any culling and a real-time directional light). The stats frame counter shows above 30fps without culling and with culling I get about 14fps even though in the occlusion preview a large chunk of the scene is being occluded.

As you can see in the screenshot below my computer is getting wrecked. The dip back to semi-reasonable readings is when I walk straight up to a wall and most of the scene is occluded. Any thoughts?

Occlusion culling is a tricky area. If you do it wrong, it will do more bad than good.

First, while baking Occlusion, have the main camera selected and see how it behaves in the Scene window. It should show what is occluded and what is not.

Second, try playing with settings. Backface and minimum maximum object size areas are important.

Also, is everything is checked as Occludee and Occlusion static? Sometimes it might take more time to detect things to occlude than actually occluding them. Have them wisely selected to wanted behavior.

I use Occlusion in my scenes and I can manage to drop draw calls from 9k to 2k with it.