Occlusion culling Feature
Is your feature request related to a problem? Please describe. Yeah it'S related to the game performance in large 3d scene that are in closed buildings
Describe the solution you'd like adding occlusion culling to the engine will probably increase performance and make it easier to optimize 3d scenes
Describe alternatives you've considered loading different chunks works well but still oclusion culling is a good feature to have
Stride does not have built in occlusion culling but it does have frustrum culling that is on by default. If you are looking for performance boosts you may want to look into scene streaming if you have areas that are not seen by the player that dont need to be loaded or you can also look into instanced meshes if you have a lot of models each making their own draw calls.
https://doc.stride3d.net/4.2/en/manual/game-studio/load-scenes.html#scene-streaming-script-properties https://github.com/tebjan/StrideTransformationInstancing
https://discord.com/channels/500285081265635328/500292388820877322/1259936069202345987
Stride does not have built in occlusion culling but it does have frustrum culling that is on by default. If you are looking for performance boosts you may want to look into scene streaming if you have areas that are not seen by the player that dont need to be loaded or you can also look into instanced meshes if you have a lot of models each making their own draw calls.
https://doc.stride3d.net/4.2/en/manual/game-studio/load-scenes.html#scene-streaming-script-properties https://github.com/tebjan/StrideTransformationInstancing
https://discord.com/channels/500285081265635328/500292388820877322/1259936069202345987
i know that you already told me on discord a while ago it'S working and it'S good but occlusion culling is a good feature to have even godot has it even if it's not used always especially by small indie games they dont need it that much