Occlusion Culling Error

Hi,

I get this error when trying to bake occlusion culling into my scene:

As the error suggests I have tried decreasing the near clip plane and view cell size but keep getting this error. The Occlusion Area I have is pretty small and my computer is decent with 4GB of RAM on Windows 7 Pro.
Are there any suggestions on how I can bypass this error when baking occlusion culling?

4GB RAM does not help, PVS generation is limited to 1.99GB RAM (2gb limit)

What you need to do is optimize your view areas so you don’t calc PVS for areas that are never reached by the camera at all etc.
Nice side effect then will also be that the baking time will be significantly lower

Thanks for your reply. A few questions:

Do you mean that 2 GB of RAM is all I should need? or that I need more than 4 GB RAM?

I have tried reducing the size of the viewing area to be extremely small just to test if it would bake. It still gives the same error.

Neither
I mean that even if you had 4GB RAM just for PVS (which you don’t have) it wouldn’t help, because the PVS Building Process does not use more than 2GB RAM at max, if it would need more than that, it fires the error you saw.

You will need to reduce it if you get the error.

What are your current settings for the baking?

Under Object:

Is View Volume: checked
Is Target Volume: checked
Target Resolution: Low

Under Bake:

View Cell Size: 1
Near Clip Plane: 0.1 (same as camera)
Far Clip Plane: 20
Bake Quality: Preview

I think these are the lowest settings I could possibly go with.

target resolution is unimportant, its normally a matter of is it a veiw volume or not :slight_smile:

and you set enough stuff static to make any use of it? (non-static objects are no occluders)

I would try settings like
Cell Size: 0.01
Near Clip: 0.1
Far: 500

I tried these values and still get the same error. It seems like I get the error no matter what values I choose.

Another thing I noticed is that once you have occlusion culling, objects occluded by frustum culling also (correctly) disappear from scene view. What is that all about?

Disabling the tagged main camera shout prevent scene view from doing that.

Thats the occlusion culling visualization when you have the occlusion culling editor open.

In that case, if the settings don’t help at all, reducing the y size of the view areas is the last thing to do, if that does not help you are out of luck cause your scene is just too complex for the time being until the pvs generation process is fixed

I can now get it to bake with:

cell size = 15
near clip plane = 0.3

The docs say to set the near clip plane to be the same as the main camera which is also 0.3.
However ALL objects are occluded as I walk around the world with near clip plane set to 0.3. :face_with_spiral_eyes:
When I reduce the size of the view and change the near clip plane to 0.1 then objects work as expected.
However I get the error I mentioned about as I increase the size of the view to what it should be.

yeah at 0.3 near clip it goes very funky as you get close to static objects.

Thats why I’m normally running on

cell size: 0.01
near clip: 0.001
far clip: whatever used (normally 1000)

but what is the poly court in your scene? Dreamora

over 2 Million vertices, something over 1M triangles.

Oh a word of warning: if you happen to use a unity terrain: is it relevant for occlusion? if not make it non static and rebake … it makes massive differences.