Optimizing game performance with culling techniques

SCRIPTABLE RENDER PIPELINES

Optimizing game performance with culling techniques

Culling in game development refers to the process of selectively rendering objects, so only objects that are visible to the camera appear in game. By effectively managing what’s being displayed on screen at any given time, you can significantly enhance the performance of your project.

On Tuesday, September 10, at 12 pm ET / 9 am PT, join us for a free webinar exploring three culling techniques in Unity. Anthony Rosenbaum, senior software development consultant, will show you the basics of Unity’s stock culling solutions: Umbra Occlusion Culling, the CullingGroup API, and Unity 6’s new GPU Occlusion Culling.

During the session, Anthony will also cover:

  • Pros, cons, and setup of Unity’s stock culling solutions
  • Memory vs. CPU vs. GPU tradeoffs
  • Static vs. Dynamic culling
  • GPU Occlusion debugging
  • Mobile performance improvements enabled by culling techniques

This session will last roughly 45 minutes, followed by a short Q&A session. By the end of the webinar, you should have a clear understanding of culling techniques in Unity and feel confident determining which one is the best fit for your project. We look forward to seeing you there.

 
 
 
 

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