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

Cocos

The fastest way to render a model is not to render it at all. This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. SOC is a type of Precomputed Visibility Culling (PVC) implementation and has been a technique widely used in game development for over 20 years.

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The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.

Culling 52
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The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.

Culling 52
article thumbnail

The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.

Culling 52
article thumbnail

The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This can be done by checking the position of objects relative to the camera or viewport before rendering them.

Culling 52
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. One of the fundamental challenges in real-time rendering is reducing GPU latency to improve frame rate. Another important consideration is transparency.

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Concave mesh wrongly rendered?

Cocos

Culling is the keyword for this problem. I changed this property & the mesh was rendered correctly I wonder why material “builtin standard” doesn’t support this natively but need to set manually? Thanks so much!

Mesh 52