occlusion culling

Hey,

I’ve been trying to optimize my scene which has over 3-8k 3d models in same area, with that new umbra’s occlusion culling. How ever I can’t seem to get something to work well and it still laggs like hell.
Watch this video at 0:58 onwards:

You see how the models get culled which are in the cameras viewport but aren’t visible because other model is covering them. Why is it that this doesn’t appear to work in U3? I have lots of small scale 3d models and most of the time a lot of them are in cameras viewport but aren’t visible due to other models being in front of them, but the umbra’s occlusion culling doesn’t seem to do anything to them :S

Did you mark your objects as static? Did you create an Occlusion Area to define where the camera goes?
Did you try using the Occlusion Culling visualization tool to figure out where it is not performing the occlusion culling?

Lol guys nevermind, I’m an idiot… :lol:
I accidentally scripted it to create and update a gui text every frame for EVERY object in scene, so like 6-8k gui texts in same spot created and updating every frame rofl. That caused all this lagg. Now that I took it off I can fly around without any lagg on “Fantastic” settings :slight_smile: