Especially would be awesome to have one for HDRP (since its SM 5.0+ anyways).
Other engines got GPU OC as well. Unreal has one out of the box. Frostbite got its own, etc.
Will there be one as well for Unity?
Its pretty mandatory nowadays, and its impossible to build any scale procedural worlds with the baking OC solution.
Or at least, can we have properly working baked OC solution with the multi-scene support?
Please, Unity Team?
Yea, i just had to write a crude sort of culling mechanic for procedural generated levels. It seems everything in unity is central to bake bake bake. This is just not a good environment for procedural. Well, i mean, it heavily caters to static over dynamic for sure. But, honestly , this kinda tech is outta my league, i just thought i would pop in and say “hell yea”. ++
Having said that though, i still prefer unity over the rest. Too many years with one toy, makes all the other toys seem unhomely. Cheers.
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I was using GDOC prior to HDRP switch, however it doesn’t work with HDRP, and the author gives “Soon™” responses over half a year or so now. So I’ve decided to write CPU geometry based occlusion of my own.
Still, I’d probably use GDOC once its v2 becomes available.
However, relying on Asset Store for a modern world essential feature. Eh. I don’t like how it sounds.
Occlusion should be integrated on the rendering pipeline level, not overlayed on top like a pile of crutches.
Same. I’ve mentioned them because those engines have a proper GPU occlusion for eons.
And there’s a trend of moving to GPU occlusion. I’m seeing this with even custom engines.
Also, posted this question on HDRP subforum as FR (since nobody from UT reads this subforum obviously).
Who knows, maybe we’ll get one “Soon™”?
https://discussions.unity.com/t/809852
There is a asset for GPU occlusion culling, haven’t tried it myself though.
edit: ah, thats what you call GDOC
edit2: realying on asset store features seems mandatory these days with bakery and all