Remove Baking Remove Content Remove Culling Remove Graphics
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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. That brings us to a highly cost-effective rendering performance optimization solution called (Static Occlusion Culling, SOC) implemented in Cocos Cyberpunk. Occlusion Culling Let’s start with the following figure.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

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Optimize Vegetation Generation

Mnenad

More details can be found under Unity’s official documentation page for Draw Call Batching :       Draw calls are often resource-intensive, with the graphics API doing significant work for every draw call, causing performance overhead on the CPU side. That’s it. When And it has just twelve vertices.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. Just set up the probe bounds and do a fast pre-bake of static objects. will bring a new and more powerful animation tree, modern occlusion culling, improved rendering and a GLES 2.0 As mentioned above, 3.0

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