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Leepo

Joined: 09 Mar 2008 Posts: 484 Location: The Netherlands
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Posted: Mon Jun 21, 2010 7:58 pm Post subject: M2HCulling: Optimize your game - culling system for Unity |
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M2HCulling - Occlusion culling system for Unity
Integrate M2HCulling in your project and greatly boost your games performance within 30 minutes!
This document, and accompanying Unity project, help you address performance problems in your Unity application. Starting with a brief introduction to general optimizing techniques for Unity games after which I will show you my Unity occlusion system which greatly improves rendering performance.
Links
Download M2HCulling pdf
Download M2HCulling project folder
 _________________ Mike Hergaarden - M2H Game Studio - http://twitter.com/M2Hgames
Unity 3D game portal: Wooglie.com
Free Unity resources/projects M2HCulling, Networking tutorial and more
Last edited by Leepo on Tue Jun 22, 2010 8:46 am; edited 1 time in total |
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zhx
Joined: 29 Dec 2009 Posts: 92
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Posted: Tue Jun 22, 2010 12:45 am Post subject: |
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whoa, thank you for sharing!
time to investigate the advantages of this culling method over the internal Unity3D culling method _________________ siganatyür |
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CreativeCoding Account Disabled
Joined: 10 Jun 2010 Posts: 913 Location: Bothell, Washington
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Posted: Tue Jun 22, 2010 1:16 am Post subject: |
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*noob*
Whats culling? _________________ -Projects-
UnityConnect: Beta is done, working on v1.
UnityDownloads: 100% done
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dreamora
Joined: 05 Apr 2008 Posts: 13630 Location: Zürich, Switzerland
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zhx
Joined: 29 Dec 2009 Posts: 92
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Posted: Tue Jun 22, 2010 1:26 am Post subject: |
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i'm fairly familiar with culling
and I just read the pdf, looks good, seems to offer a bit of customization over the culling already in there. cool _________________ siganatyür |
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Leepo

Joined: 09 Mar 2008 Posts: 484 Location: The Netherlands
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Posted: Tue Jun 22, 2010 8:43 am Post subject: |
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| zhx wrote: | | time to investigate the advantages of this culling method over the internal Unity3D culling method |
Unity 2.X only does frustum culling, any objects that are in front of your camera (in the cameras view) will be rendered, even when they are behind other objects such as your levels walls. M2HCulling can also cull these objects for a significant performance boost.
| CreativeCoding wrote: | | Whats culling? |
In this case, disabling the rendering of objects that aren't visible to save you rendering performance. For more info read the pdf. _________________ Mike Hergaarden - M2H Game Studio - http://twitter.com/M2Hgames
Unity 3D game portal: Wooglie.com
Free Unity resources/projects M2HCulling, Networking tutorial and more |
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CreativeCoding Account Disabled
Joined: 10 Jun 2010 Posts: 913 Location: Bothell, Washington
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Posted: Tue Jun 22, 2010 8:50 am Post subject: |
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| Leepo wrote: |
| CreativeCoding wrote: | | Whats culling? |
In this case, disabling the rendering of objects that aren't visible to save you rendering performance. For more info read the pdf. |
Isn't that, like, already in Unity? What makes this one so special? _________________ -Projects-
UnityConnect: Beta is done, working on v1.
UnityDownloads: 100% done
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Leepo

Joined: 09 Mar 2008 Posts: 484 Location: The Netherlands
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Posted: Tue Jun 22, 2010 8:54 am Post subject: |
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Nope, see my previous post where I quoted zhx. Unity renders your entire level even if you're facing a brick wall.
Unity 3.0 will have a cool occlusion system, but 2.X does no more than some frustum culling. Please read the pdf for the whole story. In the pdf are two simple example project that go from +/-100 fps to 300FPS using the M2HCulling.
M2HCulling will make no difference in 2D games or topdown games, but for 3D games, say FPS games, it makes a huge diference (easily 200%+ boost, depending on your level&culling design). _________________ Mike Hergaarden - M2H Game Studio - http://twitter.com/M2Hgames
Unity 3D game portal: Wooglie.com
Free Unity resources/projects M2HCulling, Networking tutorial and more |
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CreativeCoding Account Disabled
Joined: 10 Jun 2010 Posts: 913 Location: Bothell, Washington
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Posted: Tue Jun 22, 2010 9:00 am Post subject: |
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| Leepo wrote: | Nope, see my previous post where I quoted zhx. Unity renders your entire level even if you're facing a brick wall.
Unity 3.0 will have a cool occlusion system, but 2.X does no more than some frustum culling. Please read the pdf for the whole story. In the pdf are two simple example project that go from +/-100 fps to 300FPS using the M2HCulling.
M2HCulling will make no difference in 2D games or topdown games, but for 3D games, say FPS games, it makes a huge diference (easily 200%+ boost, depending on your level&culling design). |
Sweet. This is awesome. _________________ -Projects-
UnityConnect: Beta is done, working on v1.
UnityDownloads: 100% done
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Prime31

Joined: 09 Oct 2008 Posts: 437
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Posted: Tue Jun 22, 2010 5:32 pm Post subject: |
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| I'm guessing this is for non iPhone Unity seeing as how there is a full fledged occlusion culling system built into Unity iPhone (in addition to the standard frustum culling). Have you compared the performance? I would imagine the built in one has a major advantage of being written in C++... |
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Leepo

Joined: 09 Mar 2008 Posts: 484 Location: The Netherlands
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Posted: Tue Jun 22, 2010 6:01 pm Post subject: |
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Yes this has been made for mac/pc standalone/webplayer, but should run on iPhone too. I have not compared the iPhone culling as I've no access to a mac these days.
The coding language shouldn't really make a difference performance wise as culling is not something you need to recalculate every frame. Calculations/setup is done in front.
I guess with a good culling setup there shouldnt be much of a difference in using my culling system or unity iPhones culling system. _________________ Mike Hergaarden - M2H Game Studio - http://twitter.com/M2Hgames
Unity 3D game portal: Wooglie.com
Free Unity resources/projects M2HCulling, Networking tutorial and more |
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Creative Account Disabled
Joined: 08 May 2010 Posts: 185
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Posted: Tue Jun 22, 2010 7:33 pm Post subject: |
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You don't stop amazining me  |
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zhx
Joined: 29 Dec 2009 Posts: 92
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Posted: Wed Jun 23, 2010 3:43 am Post subject: |
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after further checking into this awesome script, I have to say wow & thank you!
I wonder how this compares to the built in iPhone culling, as that was the system I'm accustomed to, and was originally referencing with my statements. If anyone can offer any insight into this specifically it would be much appreciated.
This rocks for the desktop!!! _________________ siganatyür |
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King Gamer
Joined: 22 Jun 2010 Posts: 25
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Posted: Wed Jun 30, 2010 11:27 pm Post subject: |
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| LOL, Found a glitch. Since there is no coolision detection on the roof of the simple example worlds you can jump out in the manual version off of the barrels that are stacked horizontally into a "room" with no exit that is also outside of the culling areas in most casses. |
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synapsemassage

Joined: 27 Jul 2009 Posts: 99 Location: Berlin
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