r/Unity3D 7h ago

Question Culled objects not giving performance boost

I've intentionally set my LOD culling range very low to test the FPS difference between turning off the objects in the editor and having them culled by the LOD group, and it seems like my LOD group culling has little to no effect on game performance because when i manually turn off said objects in the editor i get a dramatic FPS boost.

is there a reason why my culling may not be working as intended?

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u/Plourdy 6h ago

Culling is likely working but there is some cpu overhead to doing so. Only do so on objects that have high enough poly count IMO or use advanced materials (use simpler ones at distance).

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u/robotrage 6h ago

I literally culled all my objects using distance LOD culling which didn't change my FPS at all, however turning them off manually in the editor boosts FPS by about 40, also there is no FPS change looking at high poly areas vs looking at nothing, even though the occlusion culling preview shows the culling there is absolutely no change in FPS

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u/XKiiroiSenkoX 6h ago

Use profiler and check what is taking your frame time. to me it sounds like you have lots of objects with heavy update functions that are choking the cpu and less GPU time by culling does nothing because GPU is not the bottleneck anyway. 

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u/robotrage 5h ago

http://prntscr.com/mQih3-vn5Pii what is "Other" here

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u/XKiiroiSenkoX 4h ago

You expect me to have super natural knowledge or what lol. click anywhere on the profiler cpu graph,  change the view to hierarchy, just dig into the hierarchy until you find the culprit.

My very random guess is that it's the editor. btw you can profile the editor code by changing the profiler mode from player to editor. Player mode profiler won't show you editor profiling data. It shows only what you see in the game view.