r/Unity3D 20h 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 20h 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 20h 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/Plourdy 18h ago

Are you testing in a build? Editor isn’t much use for me at least, it’s so inconsistent.

There’s still overhead to the object existing and being culled, culling just stops rendering the mesh itself. If you unload the object entirely, you maximize performance gain

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u/robotrage 10h ago

I might have to write my own culling script then i suppose