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3d_text | ||
mesh_lod | ||
visibility_ranges | ||
occlusion_culling |
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.. _doc_occlusion_culling: | ||
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Occlusion culling | ||
================= | ||
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In a 3D rendering engine, **occlusion culling** is the process of performing | ||
hidden geometry removal. | ||
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On this page, you'll learn: | ||
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- What are the advantages and pitfalls of occlusion culling. | ||
- How to set up occlusion culling in Godot. | ||
- Troubleshooting common issues with occlusion culling. | ||
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Why use occlusion culling | ||
------------------------- | ||
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In this example scene with hundreds of rooms stacked next to each other, a | ||
dynamic object (red sphere) is hidden behind the wall in the lit room (on the | ||
left of the door): | ||
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.. figure:: img/occlusion_culling_scene_example.png | ||
:align: center | ||
:alt: Example scene with an occlusion culling-friendly layout | ||
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Example scene with an occlusion culling-friendly layout | ||
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With occlusion culling disabled, all the rooms behind the lit room have to be | ||
rendered. The dynamic object also has to be rendered: | ||
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.. figure:: img/occlusion_culling_disabled.png | ||
:align: center | ||
:alt: Example scene with occlusion culling disabled (wireframe) | ||
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Example scene with occlusion culling **disabled** (wireframe) | ||
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With occlusion culling enabled, only the rooms that are actually visible have to | ||
be rendered. The dynamic object is also occluded by the wall, and therefore no | ||
longer has to be rendered: | ||
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.. figure:: img/occlusion_culling_enabled.png | ||
:align: center | ||
:alt: Example scene with occlusion culling enabled (wireframe) | ||
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Example scene with occlusion culling **enabled** (wireframe) | ||
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Since the engine has less work to do (fewer vertices to render and fewer draw calls), | ||
performance will increase as long as there are enough occlusion culling opportunities | ||
in the scene. This means occlusion culling is most effective in indoor scenes, | ||
preferably with many smaller rooms instead of fewer larger rooms. Combine | ||
this with :ref:`doc_mesh_lod` and :ref:`doc_visibility_ranges` to further improve | ||
performance gains. | ||
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.. note:: | ||
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When using the Clustered Forward rendering backend, the engine already | ||
performs a *depth prepass*. This consists in rendering a depth-only version | ||
of the scene before rendering the scene's actual materials. This is used to | ||
ensure each opaque pixel is only shaded once, reducing the cost of overdraw | ||
significantly. | ||
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The greatest performance benefits can be observed when using the Forward | ||
Mobile or Compatibility rendering backends, as neither of those feature a | ||
depth prepass for performance reasons. As a result, occlusion culling will | ||
actively decrease shading overdraw with those rendering backends. | ||
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Nonetheless, even when using a depth prepass, there is still a noticeable | ||
benefit to occlusion culling in complex 3D scenes. However, in scenes with | ||
few occlusion culling opportunities, occlusion culling may not be worth the | ||
added setup and CPU usage. | ||
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How occlusion culling works in Godot | ||
------------------------------------ | ||
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.. note:: | ||
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*"occluder" refers to the shape blocking the view, while "occludee" refers to the object being hidden.* | ||
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In Godot, occlusion culling works by rasterizing the scene's occluder geometry | ||
to a low-resolution buffer on the CPU. This is done using | ||
the software raytracing library `Embree <https://github.com/embree/embree>`__. | ||
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The engine then uses this low-resolution buffer to test occludees' | ||
:abbr:`AABB (Axis-Aligned Bounding Box)` against the occluder shapes. | ||
The occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded* | ||
by the occluder shape to be culled. | ||
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As a result, smaller objects are more likely to be effectively culled than | ||
larger objects. Larger occluders (such as walls) also tend to be much more | ||
effective than smaller ones (such as decoration props). | ||
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Setting up occlusion culling | ||
---------------------------- | ||
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The first step to using occlusion culling is to enable the | ||
**Rendering > **Occlusion Culling > Use Occlusion Culling** project setting. | ||
(Make sure the **Advanced** toggle is enabled in the Project Settings dialog to | ||
be able to see it.) | ||
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This project setting applies immediately, so you don't need to restart the editor. | ||
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After enabling the project setting, you still need to create some occluders. For | ||
performance reasons, the engine doesn't automatically use all visible geometry | ||
as a basis for occlusion culling. Instead, the engine requires a simplified | ||
representation of the scene with only static objects to be baked. | ||
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There are two ways to set up occluders in a scene: | ||
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.. _doc_occlusion_culling_baking: | ||
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Automatically baking occluders (recommended) | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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.. note:: | ||
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Only MeshInstance3D nodes are currently taken into account in the *occluder* | ||
baking process. MultiMeshInstance3D, GPUParticles3D, CPUParticles3D and CSG | ||
nodes are **not** taken into account when baking occluders. If you wish | ||
those to be treated as occluders, you have to manually create occluder | ||
shapes that (roughly) match their geometry. | ||
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This restriction does not apply to *occludees*. Any node type that inherits | ||
from GeometryInstance3D can be occluded. | ||
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After enabling the occlusion culling project setting mentioned above, add an | ||
OccluderInstance3D node to the scene containing your 3D level. | ||
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Select the OccluderInstance3D node, then click **Bake Occluders** at the top of | ||
the 3D editor viewport. After baking, the OccluderInstance3D node will contain | ||
an Occluder3D resource that stores a simplified version of your level's | ||
geometry. This occluder geometry appears as purple wireframe lines in the 3D view | ||
(as long as **View Gizmos** is enabled in the **Perspective** menu). | ||
This geometry is then used to provide occlusion culling for both static and | ||
dynamic occludees. | ||
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After baking, you may notice that your dynamic objects (such as the player, | ||
enemies, etc…) are included in the baked mesh. To prevent this, set the | ||
**Bake > Cull Mask** property on the OccluderInstance3D to exclude certain visual | ||
layers from being baked. | ||
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For example, you can disable layer 2 on the cull mask, then configure your | ||
dynamic objects' MeshInstance3D nodes to be located on the visual layer 2 | ||
(instead of layer 1). To do so, select the MeshInstance3D node in question, then | ||
on the **VisualInstance3D > Layers** property, uncheck layer 1 then check layer | ||
2. After configuring both cull mask and layers, bake occluders again by | ||
following the above process. | ||
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Manually placing occluders | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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This approach is more suited for specialized use cases, such as creating occlusion | ||
for MultiMeshInstance3D setups or CSG nodes (due to the aforementioned limitation). | ||
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After enabling the occlusion culling project setting mentioned above, add an | ||
OccluderInstance3D node to the scene containing your 3D level. Select the | ||
OccluderInstance3D node, then choose an occluder type to add in the **Occluder** | ||
roperty: | ||
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- QuadOccluder3D (a single plane) | ||
- BoxOccluder3D (a cuboid) | ||
- SphereOccluder3D (a sphere-shaped occluder) | ||
- PolygonOccluder3D (a 2D polygon with as many points as you want) | ||
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There is also ArrayOccluder3D, whose points can't be modified in the editor but | ||
can be useful for procedural generation from a script. | ||
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.. _doc_occlusion_culling_preview: | ||
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Previewing occlusion culling | ||
---------------------------- | ||
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You can enable a debug draw mode to preview what the occlusion culling is | ||
actually "seeing". In the top-left corner of the 3D editor viewport, click the | ||
**Perspective** button (or **Orthogonal** depending on your current camera | ||
mode), then choose **Display Advanced… > Occlusion Culling Buffer**. This will | ||
display the low-resolution buffer that is used by the engine for occlusion | ||
culling. | ||
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In the same menu, you can also enable **View Information** and **View Frame | ||
Time** to view the number of draw calls and rendered primitives (vertices + | ||
indices) in the bottom-right corner, along with the number of frames per second | ||
rendered in the top-right corner. | ||
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If you toggle occlusion culling in the project settings while this information | ||
is displayed, you can see how much occlusion culling improves performance in | ||
your scene. Note that the performance benefit highly depends on the 3D editor | ||
camera's view angle, as occlusion culling is only effective if there are | ||
occluders in front of the camera. | ||
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To toggle occlusion culling at run-time, set ``use_occlusion_culling`` on the | ||
root viewport as follows: | ||
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:: | ||
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get_tree().root.use_occlusion_culling = true | ||
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Toggling occlusion culling at run-time is useful to compare performance on a | ||
running project. | ||
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Performance considerations | ||
-------------------------- | ||
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Design your levels to take advantage of occlusion culling | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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**This is the most important guideline.** A good level design is not just about | ||
what the gameplay demands; it should also be built with occlusion in mind. | ||
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For indoor environments, add opaque walls to "break" the line of sight at | ||
regular intervals and ensure not too much of the scene can be seen at once. | ||
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For large open scenes, use a pyramid-like structure for the terrain's elevation | ||
when possible. This provides the greatest culling opportunities compared to any | ||
other terrain shape. | ||
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Avoid moving OccluderInstance3D nodes during gameplay | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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This includes moving the parents of OccluderInstance3D nodes, as this will cause | ||
the nodes themselves to move in global space, therefore requiring the :abbr:`BVH | ||
(Bounding Volume Hierarchy)` to be rebuilt. | ||
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Toggling an OccluderInstance3D's visibility (or one of its parents' visibility) | ||
is not as expensive, as the update only needs to happen once (rather than | ||
continuously). | ||
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For example, if you have a sliding or rotating door, you can make the | ||
OccluderInstance3D node not be a child of the door itself (so that the occluder | ||
never moves), but you can hide the OccluderInstance3D visibility once the door | ||
starts opening. You can then reshow the OccluderInstance3D once the door is | ||
fully closed. | ||
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If you absolutely have to move an OccluderInstance3D node during gameplay, use a | ||
primitive Occluder3D shape for it instead of a complex baked shape. | ||
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Use the simplest possible occluder shapes | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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If you notice low performance or stuttering in complex 3D scenes, it may mean | ||
that the CPU is overloaded as a result of rendering detailed occluders. | ||
Select the OccluderInstance3D node, | ||
increase the **Bake > Simplification** property then bake occluders again. | ||
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Remember to keep the simplification value reasonable. Values that are too high | ||
for the level's geometry may cause incorrect occlusion culling to occur, as in | ||
:ref:`doc_occlusion_culling_troubleshooting_false_negative`. | ||
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If this still doesn't lead to low enough CPU usage, | ||
you can try adjusting the **Rendering > Occlusion Culling > BVH Build Quality** | ||
project setting and/or decreasing | ||
**Rendering > Occlusion Culling > Occlusion Rays Per Thread**. | ||
You'll need to enable the **Advanced** toggle in the Project Settings dialog to | ||
see those settings. | ||
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Troubleshooting | ||
--------------- | ||
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My occludee isn't being culled when it should be | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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**On the occluder side:** | ||
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First, double-check that the **Bake > Cull Mask** property in the | ||
OccluderInstance3D is set to allow baking the meshes you'd like. The visibility | ||
layer of the MeshInstance3D nodes must be present within the cull mask for the | ||
mesh to be included in the bake. | ||
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Also note that occluder baking only takes meshes with *opaque* materials into | ||
account. Surfaces will *transparent* materials will **not** be included in the | ||
bake, even if the texture applied on them is fully opaque. | ||
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Lastly, remember that MultiMeshInstance3D, GPUParticles3D, CPUParticles3D and CSG | ||
nodes are **not** taken into account when baking occluders. As a workaround, you | ||
can add OccluderInstance3D nodes for those manually. | ||
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**On the occludee side:** | ||
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Make sure **Extra Cull Margin** is set as low as possible (it should usually be | ||
``0.0``), and that **Ignore Occlusion Culling** is disabled in the object's | ||
GeometryInstance3D section. | ||
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Also, check the AABB's size (which is represented by an orange box when | ||
selecting the node). This axis-aligned bounding box must be *fully* occluded by | ||
the occluder shapes for the occludee to be hidden. | ||
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.. _doc_occlusion_culling_troubleshooting_false_negative: | ||
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My occludee is being culled when it shouldn't be | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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The most likely cause for this is that objects that were included in the | ||
occluder bake have been moved after baking occluders. For instance, this can | ||
occur when moving your level geometry around or rearranging its layout. To fix | ||
this, select the OccluderInstance3D node and bake occluders again. | ||
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This can also happen because dynamic objects were included in the bake, even | ||
though they shouldn't be. Use the | ||
:ref:`occlusion culling debug draw mode <doc_occlusion_culling_preview>` to look | ||
for occluder shapes that shouldn't be present, then | ||
:ref:`adjust the bake cull mask accordingly <doc_occlusion_culling_baking>`. | ||
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The last possible cause for this is overly aggressive mesh simplification during | ||
the occluder baking process. Select the OccluderInstance3D node, | ||
decrease the **Bake > Simplification** property then bake occluders again. | ||
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As a last resort, you can enable the **Ignore Occlusion Culling** property on | ||
the occludee. This will negate the performance improvements of occlusion culling | ||
for that object, but it makes sense to do this for objects that will never be | ||
culled (such as a first-person view model). |
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