Does sdk3 have automatic occlusion culling?

Hello, I’m wondering if VRC has any kind of built-in occlusion culling, where objects that are not visible are not rendered? For example, if I have a basement area in my map that can only be accessed via a teleporter, would there be performance gains in disabling the basement area’s gameobject when the local user isn’t in the basement? I realize this example isn’t technically occlusion culling, but it’s probably how I’ll implement some performance gains if VRC doesn’t have OC

This is just anecdotal, but I did try doing what I mentioned in the OP, and it seems like performance is better

VRChat does not cull anything if the world doesn’t have culling in it, except for maybe players.

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