przemyslawzaworski/Unity-GPU-Based-Occlusion-Culling

Process breakdown on huge models?

LaneF opened this issue · 0 comments

I'm seeing unexpected results when import huge models (100 - 200k objects) like the update cycle stops working, or the compute shdader isn't responding anymore. It works fine on test scenes with ~30k objects and improves perf as expected. We're not Shader specialists, could we get some advice on how to debug what we're experiencing?