Why Are Many GPU Triangles Still Being Culled After Large-Map Streaming Is Enabled?
The large map uses streaming to load only the area near the character, but the GPU still shows a large number of culled triangles. Why does this happen?
A: You can first check the GPU Input Primitive data in the GameOptim GOT Online report and further break down the composition of Culled Primitives. https://uwa overseas public.oss us east 1.aliyuncs.com/uploads/markdown/993f46ad dbee 4cc0 860c 8d0d3ae4f9d1.png For example, at frame 830 in the report, there are approximately 958,000 Culled Primitives, including: Facing & XY Plane Culling Primitives: approximately 432,000 Z Plane Culling Primitives: approximately 210,000 Coverage Culling Primitives: approximately 316,000 Facing & XY Plane Culling includes back face culling, which is a normal part of the rendering process. At present, it cannot be further separated into how much comes from back face culling and how much comes from geometry exceeding the XY range. Therefore, this entire category should not be directly treated as invalid overhead. For Z Plane Culling, first check whether the scene contains large Meshes with a wide spatial range. For example, if a Mesh spans a large area and some of its geometry is already outside the camera's near/far range, the entire model may still be submitted to the GPU. In this case, evaluate whether large Meshes should be appropriately split into smaller ones. For Coverage Culling, LOD is an important area to check. If a model is already far away from the camera but still uses a high polygon count intended for close range viewing, its triangles may become extremely small after projection onto the screen. Some may not cover any effective sampling points and are ultimately culled by the GPU. Check whether the LOD level is reduced sufficiently for distant objects.