Rendering Obscured Objects

Hello. I am working on a procedural planet game. The planets are covered by about five thousand objects. I have grass, rocks, etc. For some reason, when the camera is facing “down” (through the planet), the framerate is approximately quartered. I think that objects that are not observed by the terrain but are still in the line of the camera are being drawn or computed in some way. I would expect the frame rater to be better when looking down as hardly anything is rendered. Is there some way I can resolve this? I have looked a bit into occlusion culling although it seems like that is set up by default and I am still having this issue. Does anyone have any ideas? I hope this is not too general of a question. If all else fails maybe I can hide things that are far away from the player?

Hey,

indeed, occlusion culling is what you are trying to do, but it seems you are not completely sure about what cause your performance issue.

I advise you to use the frame debugger of unity (menu: Window > Analysis > Frame Debugger).

Thanks to it, you can see if your object is draw or not and if occlusion culling work.

I know that I don’t really answer your question, but it’s essential to make sure that is really your problem.

Let me know if this helps you find solutions

Jonathan