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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.
Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. I just toggled the “Baked Pivots” option in the shader to ON. Subdividing the mesh in Cinema4D’s sculpting mode and baking a displacement map works great.
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