Hi
In my project , I build a lobby which has lots of rooms.
I found the absolute fps reduces when I turn left , camera targets to a wall and meny meshes behind the wall.The wall is opaque…
There are 10x10x10 spheres behind a plane, camera is top view or front view, the activie meshes is not changed and absolute fps is the same 118. All be rendered.
So how to optimize a lot of meshes behind opaque object in camera frustum?
Maybe to download meshes and dispose and then to download again?
Is there auto hide the meshes behind a Wall in API?
Ps. Instance is not useful,because in my project the meshes are different .
MergeMesh is out of memory in the Playground…
Sorry I fogot to upload a img…
I had already done the test with occlusion Queries in the PG,
The FPS of the top view is 110 which is lower than default.
The FPS of the front view is 45 which is perfomance bad, maybe caculate to much in every frame.
I used these code setting with occlusionQuery
Unfortunately there’s no general solution for this problem.
If you can do it, organize your scene/objects in an octree or a BSP to lower the number of objects handled in a frame. In your example it’s not really possible but maybe it’s not representative of your real world situtation?