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In case you are wondering how it's so performant, I am using a optimization that culls the world chunks behind you called Frustrum Culling! Here is how that looks in action, you can try it yourself in VRChat using the third person mode!
22,901 Aufrufe • vor 5 Monaten •via X (Twitter)
30 Kommentare

There are also some other optimizations like precomputed normals for mesh generation since its voxels and we already know the face direction of the mesh that gets generated, a lot of little things like that which add up!

I somehow maded a glitched flat world last night

high seed values can do that!

I used my friends names user name which has the word “Error” so I found it fitting. I also used my name “Syndx” and I got similar generation to the “Strip lands” which is something that can generate beyond the far lands

Thats rad!!

I find weird or corrupted world generation very very interesting

If you can get pictures to share here feel free to tag me and I'll repost it! I like seeing what people come up with.

I’ll post them later as I don’t have access to my computer :)

Here's what I generated using my name (it was coverted to number when entered)

That's really cool!

Thank you!

I would love to have an option to swap it between head/vrc camera so I could properly take pictures and not have half of the world cut out

If there is an exposed method of getting the camera local position that VRChat gives us in udon, id need to use that. But atm I don't think there is one? If there is I can try and add that later!

From what it seems like PhotoCamera is what needed

Hey thanks for posting this, i will be able to come back and look at it when I am ready to tackle new updates later! I appreciate it!

thank you for making cool stuff!

💟💟💟

That performs alot better then mine when loading chunks sick

Dam good work!!!

How does that culling handle when you have a camera out pointing at you? Does it the treat the cam pov just as another frame of reference in it's own render pipeline?

Nope! Culling is dependent on the look direction of the head bone via UdonSharp. I do it this way because otherwise you would be rendering an extra 3 million polygons.

@NjnaGrimsdottir Is there a guild on how to set up this level of culling? Seems pretty freeing solid so far

@NjnaGrimsdottir This is specific to the chunk rendering I am doing for the world, but if you want frustrum culling you are in luck because unity does it by default! Every object has its own bounds set, and the culling is based on that in default unity.

@NjnaGrimsdottir gotcha, so back to the learning board with learning unity default culling baking?

@NjnaGrimsdottir You don't bake frustrum culling, its bounding box calculations.

I love proper optimization

Saw a video where someone split the chunks into 6 meshes, 1 for each direction and only rendered ones that are visible from the current height and camera orientation based on the signs of the forward vector. Maybe you could do that to get a bit of a boost

Man i really like all these stuff related to optimizations and procedural things!

This is the boring VRChat work that matters. Big procedural worlds are cool, but culling is what keeps them from turning into a headset slideshow.

Change your username to parrot cause all your AI does is repeat the context it sees as slop replies to everything.
