# Performance - backface culling

**URL:** https://forum.babylonjs.com/t/performance-backface-culling/5775
**Category:** Questions
**Created:** [September 20, 2019, 8:08pm UTC](https://forum.babylonjs.com/t/performance-backface-culling/5775 "2019-09-20T20:08:49Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![aFalcon](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/afalcon/32/7015_2.png) [@aFalcon](https://forum.babylonjs.com/u/aFalcon)
#### Post date: [September 20, 2019, 8:08pm UTC](https://forum.babylonjs.com/t/performance-backface-culling/5775/1 "2019-09-20T20:08:49Z")

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Is it generally more performant to have backFaceCulling = true?

Or are there some exceptions?

Thanks.

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### Author: ![PirateJC](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/piratejc/32/1003_2.png) [@PirateJC](https://forum.babylonjs.com/u/PirateJC)
#### Post date: [September 20, 2019, 8:57pm UTC](https://forum.babylonjs.com/t/performance-backface-culling/5775/2 "2019-09-20T20:57:13Z")

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Hey @aFalcon!

As a general rule, yes, setting backFaceCulling = true, helps with performance. In the most simple terms, by using it, you’re basically telling the GPU that it doesn’t need to work as hard, because it doesn’t need to calculate and draw those polygons.

This article explains a bit more.

> **[Back-face culling](https://en.wikipedia.org/wiki/Back-face_culling)**
>
> In computer graphics, back-face culling determines whether a polygon of a graphical object is visible. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen. If the user has specified that front-facing polygons have a clockwise winding, but the polygon projected on the screen has a counter-clockwise winding then it has been rotated to face away from the camera and will not be drawn.
> The pr...

Here’s a quote from that article that puts more elegant words to the idea:  
“The process makes rendering objects quicker and more efficient by reducing the number of polygons for the program to draw.”

Hope this helps!
