#Getting visible mesh counts

1 messages · Page 1 of 1 (latest)

neat root
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Hello,

I am using GPU RD & GPU Occlusion Culling. Is there a way to get the number of meshes currently rendered at runtime AFTER Gpu occlusion culling ? If yes is there a way to get this count filtered by mesh layer ? Like I want to know how many trees are visible, how many buildings...

Thank you !

ancient pier
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I don't think so. Gpu culling data is all on the gpu. Getting it back and associating it with actual objects in the scene is unfeasible. Perhaps if unity was open source, you could tweak the engine to get that data for debugging purposes, but sadly it's not.

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The best you can do is look in the frame debugger. It should show how many draws/instances of what meshes were rendered in each draw call.