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>> No.8745603 [View]
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8745603

>>8745558
Last time I checked, Unity doesn't occlude anything by default, it just does basic frustum culling. Culling has to be set up manually.
I mean, literally just read the fucking manual: https://docs.unity3d.com/Manual/OcclusionCulling.html
More importantly, run your fucking game under a profiler or graphical debugger, so you can catch gross mistakes (e.g. rendering everything twice, or 8000 shadow casting lights being updated every frame).
Fun fact: culling is fully automatic in DooM. It always works (the wonders of 2D). For Quake, it's part of the map compile, you can skip it but fortunately most people don't, except ironically on fuckhuge maps (Ter Shibboleth / Peril) because it takes too long.

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