Occlusion culling in VR scenes?

We are trying to raise the FPS for an application we are building for the Quest 2
whenever the player looks to a cluttered area in the scene, the frame rate drops to around 45.

I suspect Occlusion culling is not working properly after baking it in the scene (also using volumes sometimes).
In the editor while running VR, i can see the hidden objects rendering when the camera is pointed to then, even when they are hidden. is there some special trick im missing?

also any other tools for improving performance will be welcomed!!
cheers:roll_eyes:

Unity 2020.3.23
URP
Oculus integration V40

Might be that you don’t have your occluder/occludee static flags sorted.
Here’s a video that goes into it:

Also, remember to look into your Materials, consider atlassing materials or merging static meshes together, you always want to reduce your draw calls, especially in VR.

hey and thanks for the tips,
the vast majority of my objects are just marked as “static”, so both as occluder & occludee.
i understand this may not be optimal for performance, but should do the trick for the occlusion, no?

about combining mesh and materials- yes we are totally doing it :slight_smile:
but still getting frame drops when looking to a cluttered area…

How many objects are in the scene? are you using any post processing? try rebaking your occlusion.

Hi, i dont know exactly how many, but probably between 100-200
no PP
I baked the occlusion many times.

This sounds less like occlusion and more like Draw calls. Remember, the quest 1 has a limit of 75 draw calls before you start losing perf, and the Q2 is at about 150-200.

Indeed i am definitely working hard on lowering the draw calls,
but that doesn’t change the fact that occlusion culling is not working properly…

Make a simple scene with one cube occluding another one, both static, but both with diffrent materials. Build it and attach the frame debugger to see if the occluded cube is being rendered to check if the occlusion culling is working at all.

Big fan of Perfect Culling here - flexible, great performance, and personally I’ve found it much less fiddly than Umbra. I highly recommend checking it out.