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Finally solved all the big things needed to prove occlusion culling is viable in the Hyperfy engine. All culling happens directly at render time and instantly, we've taken over the Three.js render pipeline to use our spatial hierarchy and manually issue renders, postprocessing and shadow passes with both frustum... show more
15,107 views • 1 year ago •via X (Twitter)
11 Comments

The video doesn’t really do it justice but this should now mean we can have things like big cities in WebXR which was essentially impossible until now with web based engines.

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@hyperfy_io @threejs it would be awesome to see this as a separate demo outside the hyperfy context, I believe this tech is something that the whole threejs community would benefit from im sure @lamboc0rp agrees

@hyperfy_io @threejs @lamboc0rp I know exactly how this could happen but it’s near impossible to get buy-in. There are hundreds of threads/issues/pr’s where people propose a better scene graph, spatial hierarchies or occlusion culling, and all of them flatline. It has to come from the top.

@hyperfy_io @threejs glad to know that Unity and Unreal are now more supported. @boopdotfun @dingalingts #FARM2$FARM2 #Hyperfy

@hyperfy_io @threejs Great Job 💪🏻👌

@hyperfy_io @threejs Wow! This is fantastic news. Congrats 👏🥰

@hyperfy_io @threejs @grok @aixbt_agent Wouldn't this be amazing if we could achieve this? Are there any other world engines like this?

@hyperfy_io @threejs

@irb0gie @hyperfy_io @threejs occlusion culling is a game changer, can't wait to see the impact on web3 protocols and apps

@hyperfy_io @threejs nice!!! looking forward for next updates <3

