BT - OptiCullingX: AAA-Level Occlusion Optimization System View on Asset Store (opens in new tab)

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BT - OptiCullingX: AAA-Level Occlusion Optimization System

by Barkin Tufan (opens in new tab)

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AAA-Level Occlusion and Visibility Optimization. Professional-grade performance suite from mobile to high-end desktop. Boost performance with BT - OptiCullingX AAA-Level Occlusion Optimization System.

Price $45.00

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Price history for BT - OptiCullingX: AAA-Level Occlusion Optimization System, 6 months Current $45.00; lowest $45.00; highest $45.00 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov

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BT - OptiCullingX: AAA-Level Occlusion Optimization System screenshot 1

BT - OptiCullingX: AAA-Level Occlusion Optimization System screenshot 1

About this asset

Transform Your Game's Performance with Professional AAA Level Dynamic Culling Harness the power of data-oriented design and high-performance native code to manage thousands of objects with zero CPU overhead. BT-OptiCullingX delivers a production-ready visibility framework that replaces static baked data with a fully dynamic, raycast-based occlusion system. Engineered for high-fidelity PC titles and resource-constrained mobile VR projects alike.

Core Optimization Modules

Dynamic Occlusion - Raycast-Based Visibility

  • Instant Occlusion: A dynamic system that requires no baking and works with moving occluders and targets.
  • Temporal Stability: Advanced filters that confirm occlusion over multiple frames to eliminate visual flickering.
  • Zero-Alloc Material Cache: Intelligently identifies transparent surfaces like glass to prevent incorrect culling without generating GC allocations.
  • Adaptive Raycast Budget: Precisely control CPU usage with configurable ray-per-object and frame-budget settings.

Advanced Frustum - Jobs-Powered View Filtering

  • Multi-Threaded Execution: Leverages the Unity Job System to process visibility checks off the main thread.
  • Frustum Padding: Configurable safety margins to prevent shadow artifacts and pop-in at the screen edges.
  • Screen Size Culling: Automatically discards objects that are technically in view but too small to contribute to the visual scene.

Intelligent Distance - Profile-Based Culling

  • Size-Based Scaling: Automatically adjusts cull distances based on object volume—large landmarks stay visible while small debris culls quickly.
  • Layer Overrides: Define specific visibility thresholds for different object categories like "Terrain," "Characters," or "Props".
  • Smooth Fading: Seamless alpha transitions for renderers to eliminate harsh popping during movement.

Light & Shadow - Real-Time Performance Control

  • Shadow Culling: Disables expensive shadow map calculations at distance while maintaining the light source visibility.
  • Importance System: Prioritize key gameplay lights over decorative environment lights using a weighted priority system.
  • Intensity Fading: Smoothly interpolates light intensity during culling transitions for high-end visual fidelity.

Production-Ready Features

Professional Editor Suite

  • Unified Dashboard: A centralized control window with real-time telemetry and module management.
  • Batch Setup Tool: Apply culling logic to thousands of objects instantly with advanced filtering options.
  • Visual Debugging: Scene view gizmos and color-coded bounding boxes for immediate visibility verification.

Runtime Intelligence

  • Burst-Compiled Core: Critical mathematical operations are compiled into highly optimized native machine code.
  • Lazy Cleanup: Incremental registry management to prevent frame-rate stutters during object destruction.
  • ICullable Interface: Flexible API to integrate custom AI, particles, or procedural systems into the culling pipeline.

Proven Performance Gains

  • Significant Draw Call Reduction by disabling non-visible geometry and shadows.
  • Minimized Main Thread Pressure by offloading calculations to worker threads.
  • Optimized GPU Fill Rate through aggressive screen-size and distance filtering.
  • Stable Frame Times via a zero-allocation architecture that bypasses the Garbage Collector.

Platform Optimized

Mobile & VR

  • Battery-efficient processing using multi-core utilization.
  • Aggressive screen-size presets for limited mobile resolutions.
  • Ideal for VR where maintaining high, stable FPS is critical.

Desktop & Console

  • High-accuracy occlusion presets for complex urban or interior environments.
  • Support for thousands of dynamic lights and high-poly environment meshes.
  • Extensive customization for high-end performance targets.

What You Get

  • Complete C# Source Code with detailed technical comments.
  • Comprehensive technical documentation.
  • High-performance Culling Profiles (Open World, Indoor, Mobile).
  • Dedicated professional support

From the publisher's Asset Store listing.

Technical details

Technical Details

Core Systems

  • Occlusion Culling: Real-time occlusion culling system that utilizes asynchronous raycast batches to hide objects behind obstacles without any pre-baking requirements.
  • Frustum Culling : High-speed frustum culling powered by the Unity Job System and Burst Compiler, including advanced screen-size culling to discard visually insignificant objects.
  • Distance & Screen-Size Culling : Distance-based culling module featuring size-aware logic that automatically scales visibility thresholds based on object volume.
  • Light & Shadow Culling: Dynamic lighting management system that optimizes shadow-casting passes and light intensity based on camera proximity and importance analysis.

Key Features

  • Real-time visibility tracking with automatic deactivation and restoration of game objects.
  • Burst-compiled mathematical kernels for maximum CPU throughput and native-level performance.
  • Zero-allocation material caching system that intelligently identifies transparent occluders to ensure rendering accuracy.
  • Smooth alpha fading transitions via Material Property Blocks to eliminate visual popping.
  • Shadow-only culling mode that preserves shadows for culled objects to maintain lighting consistency.
  • Comprehensive dashboard with live telemetry, culling ratios, and precise CPU frame-budget analytics.
  • Scene view debugging featuring color-coded bounding boxes and visual distance indicators.
  • Advanced batch processing tool with vertex-count and renderer-type filtering for project-wide setup.
  • Temporal stability filters to prevent flickering and artifacts in dynamic occlusion scenarios.
  • Platform-specific optimization presets tailored for Mobile, VR, and high-end Desktop environments.

Technical Specifications

  • Unity 2021.3 LTS or newer.
  • Full compatibility with Built-in, URP, and HDRP rendering pipelines.
  • Multi-threaded architecture utilizing the Unity Job System and Native Containers.
  • Zero-allocation runtime execution loop to eliminate Garbage Collector (GC) spikes.
  • Supports MeshRenderers, SkinnedMeshRenderers, SpriteRenderers, and TilemapRenderers.
  • Complete C# source code with optimized data-oriented design patterns included.
  • Extensive technical documentation and pre-configured culling profiles.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.2.6f2 Compatible Compatible Compatible

As listed on the Asset Store.