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1 - 10 / 19개 표시
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k
does not work
5 years ago
kafe43785버전 1.2.2
There is no explanation of how to operate it, and the unity version 2021 does not work
이 리뷰가 도움이 되었나요?
0
0
o
Good performance! But ...
6 years ago
ohbado버전 1.2.2
Performance is a very good asset. However, even though it has been out for a long time, it is only available for Windows PCs. This won't help. This asset is really useful for consoles, mobile, and other low-CPU situations that require rich visuals. I will give you a MAX rating if you support the console.
이 리뷰가 도움이 되었나요?
7
5
Y
Great Asset what does what it should do
6 years ago
Yours_Shiro버전 1.2.2
Works great, it helps, when dynamic, moving object can limit your vision. Works better than built-in OC in my honest opinion in case of object removal. Edit1: I lowered the rating due to lack of updates and support for HDRP, Multi-cam support, that Dev was supposed to add since end of 2019, I will bring back original 5/5 score when GDOC will get the update. Check GDOC discord for more information!
이 리뷰가 도움이 되었나요?
4
2
C
It is an easy to use culling asset.
6 years ago
Carmelblob버전 1.2.2
So I read a bunch of the reviews and decided to buy this and wish the Dev a merry Christmas!!! So it is a culling asset. It will not work for environments textured with Vegetation studio since vegetation studio has built in culling as part of their performance system. I will update my review after I have spent more time working with it.
이 리뷰가 도움이 되었나요?
0
0
u
Great Asset. FPS gain will depend on your scene. Most gain if scene is very heavy and low fps.
7 years ago
unitedone3D버전 1.2.2
Hi there! Just a 2 cents. I was reading some of the lesser positive reviews and it's true, this tool is very good but it depends on several factors (in your scene) as to seeing a big or not improvement in terms of fps (frames per second). I tried several Occlusion Culling tools and, by far, this one is one of the best, if the best; there is only another one that approaches that, using geometrical approach of 'box culling' every object in your scene, no GPU, no raster, just geometrical 'hidiing' (and does dramatically reduce load/improve frame rate (from some 3 million polys in your scene down to 1 million and shaving batches from 5000+ to 1000 or less...but it's a very long process of 'boxing' every little piece of your scene to make it 'be calculated' by the occlusion script...too long, if your scene is small/your project is not that big, it'S a good choice...not for huge projects). This is where GPU Occlusion Culling (this one here) shines....is an automatic dynamic occlusion culing system, and works Very well, very stable and you seen in the viewport...as the camera moves around, you can sense that it does a great job of Only showing what is in the 'camera field of view angle'...so that only objects 'in the camera viewing angle' appear...the rest (out of the viewing angle) is complelety hidden (either hidden or unloaded (it may be just occlusion/hiding rather than pure memory unloading of asset to make it disappear comepletey from memory; because occlusion hiding is much faster - since you stll keep the 'unshown' object 'in memory', it's still warm and ready to be reshown because still in memory...so is fast...while 'loading/unloading from memory' is more consuming on memory and process; it's less consuming - in terms of memory..but the acutal Loading and Unloading of 'gone asset/by hiding/removing it from scene' from memory is substantial work, instead of just 'hiding it' in the view - but still loaded in RAM memory)...in any case, they disappear, and you can see a strong improvement in framte rate). Just check their demo scene, it's a dramatic improvement and goes to show that complex scenes/complex games with huge environments filled with thousands of objects (static or not) have a high stress load on the engine - which often shows something like 1 MIllion polygons being rendered...even going up to 5 million ...and some 10,000 batches...which is bad optimisation..it kills the frame rate quickly on HD high resolution (like 2K 1080p HD res rendering....we are not even talking 4K rendering res here...that would be the end of it - a slideshow). Unity has improved Greatly, and I applaude them in that sense, and the tools, such automatic dynamic GPU OC as this one have allowed to leverage the (untapped) power of Unity and make bigger games possible; Unity is not a mircale awhen you see that it does struggle on some things...but with this tool you give it a huge boost and 'relieve it' of so much stress in the scene. Optimization...we do that...I keep repeating that...we do our best...but there comes a time (when you get fed up of optimizing, it becomes very tiring) and you do everything you can but the engine gives your More Limits...even more...it'S like...it's futile. Thankfully, this tool works (well) deserves good praise (it is better that the Unity regular occlusion tool that comes with it - i did not gain much from that, this GPU OC works) and Does improve things, it will depend on your scene, that,s the major point - it's why I was slightly hesitant reading the reviews...it's almost like taking a chance that you hope it will improve your frame rate - not just 1.0% improvement - substantial improvement - meaning at least 15-25%, at the Very least. Otherwise, you feel it was a useless buy and feel sad to find it doe snot improve your work - because your scene does not lend to that. Now you might be wondering - but what criteria or definitions or characteristics..can hellp me identify (as customer 'taking a chance' on this) that my scene Will benefit from the tool? Instead...of..buying it and makes nothing. Well...on that, I would say it is a bit of a gamble...(like life). But, I believe that you have to seek/search deeply in your scene in the profiler and the characteristics of your scene(s)...are they Currently Running Very Smoothly???...if yes...that is a bad start for you. Meaning, your scenes are already Quite smooth and Quite well working...this GPU Occlusion tool is mostly for Huge Scenes that crawl in terms of frame rate...like say a scene with zililion polygons in it, 5000 shadow casters, 100s of agents/skinned meshes, 15000 batches, etc...this is where it shines...it will occlude so much sht...that it will impact the Frame Rate...Very surely ..if your frame rate was low to begin with. And the large Plus of this tool is it's automaticity...it'S dynamic and carefully adjusts things to always have the objecst 'in view' of the camera's 'frustrum/angle of view'...the rest is gone/hidden...that Willl affect frame rate. And, indeed, as shown in the demo or the images...you see something like 2 fps....in the scene and then with dynamic GPU OC you see almost 50-Fold improvement in frame rate - it's that dire in effect- because it hides all these stressful/'load-ful' processes that needs calculating - (polys, animation, batches, shadows casters, many models static/moving, scrripts being called on everything..etc etc etc...gone/hidden). So you do see improvement when working on big scale scenes, if you have a low frame rate, it should improve by the most bare minimum 10%, or at worse 5%....but inbest case scenario it could improve a 1000-5000% if your scene is Extremely Heavy and low fps. Thus, it depends on your scene...small scenes have little gain...there are small already and don't get much more frame rate...that what's already gotten (it willl stay around 60-120 fps...not much more). But if your frame rate is 5fps (like mine has been) because Mega Scenes...than Wow...it works wonders and it's the best occlusion culling system currently (tried themall). Just my prepared for a lesser effect if your scene is Already Smooth and Sailing (thus already 'optimized' enough or just too small to affect hardward/Unity all that much - it's resource-stressful project/Big Games that gain much). I highly recommend it, especially if scene is big and currently, low fps despite all your efforts to improve its fps. Just a 2 cents. PS: I know the creator, probably, won't like hearing this (even I would not super like hearing this..but it makes sense), currently, because it is a big of a gamble...it is important to Lessen the gamble for the customer...so that they don,t feel ripped-off buying this (we are all game devs trying to save time, resources and money - because costly (resources, when all things added up)...no wrong with that and that is pretty much a truth), to give, for example, a 'test' script of this script...but very stripped down, just see if 'indeed' it does improve the frame rate in their scene...if it doesn't, the customer would then know to not buy it - because there is no gain. I mean it took buying it - to see if if their was a gain - it's a gamble. Now, I know people will say : ''but some devs will just use that free stripped down script...and not buy the full original one''. To counter that, you would have to make a 'time exclusive' script...sounds weird but this sort time-license would allow people to 'test' the script 'for testing purposes' - only timed. And then can't use it anymore...but...they would now know the Performance/Gains - In Their Scenes - of using the product - Before Buying it. That is Substantial improvement in Customer Satisfaction, because those people who Do buy the product - Are True Buyers that will give positive reviews because they Saw fps Gain in their scenes. This is a more honest approach and though, yes, you lose some buyers because they 'can now tell' whether there is a gain or none in their scenes...it is Pro-consumer and gives them more 'tools' to decide on whether to buy the product. The product, by its reviews, would be Truer for every person that bought it had an 'honest 'testdrive' of it' Before buying it - just like 'testdriving' a car....you buy....you get a chance to testdrive it to know if it's worth purchasing or not (less gamble on the purchasing act/the customer), thus every car buyer of that specific car - is Truer/honest 'buy' for they All the chance to test the car before buying it. It makes a more honest transaction for both the customer and the creator too (who customer will see as true and honest in his/her intentions about his/her product). PPS: I read some people saying they have big scenes with terrains...and it's not improving...that's another thing that 'giving customer chance to 'test drive'' the script would help...because if you saw no gain and had terrains a big scene...then it doesn't work - you must see gain in fps - with terrain(s) or no terrain, the whole purpose of GPU OC is to improve game playability/performance by increasing frame rate - if that does not happen - due to size of scene - then, it does not improve things and would not be a purchase (do we buy stuff that has no use..we do...but,generally, no...we buy 'purposefully/goal-ly/with reason'...especially, when being indie solo devs...where ever penny of the budget counts and every one is towards the concretization ouf our game).
이 리뷰가 도움이 되었나요?
10
3
t
No Performance gain sadly
7 years ago
truefx001버전 1.2.2
So far this asset is useless for me, no performance gain whatsoever and some weird big model flickering appeared. I had a lengthy discussion with the autor which seems very nice and friendly. He explained a lot of things on how to improve my scene which was great, but failed to explain what his asset actually does and were you could put the finger on that it would improve performance if you use it for a specific case. I have a large scene with thousands of meshes and trees and rocks and maybe 2-3 fps improvement with glitchy big game objects when using his asset. So all in all not sure what this asset is being used for to gain performance it's not for realtime meshes or terrain trees/grass that's for sure. For me it was a waist of money to be honest and I'm rating it low because the use case scenario of the developer is missing and wage at best.
이 리뷰가 도움이 되었나요?
6
9
Z
Very Good Asset | Worth The Money
7 years ago
Zukomazi버전 1.2.2
This works really well, the first time I used I got OK results. I came back about a year later. Making open world map , and standard occlusion is not longer and option. Just this alone , saved me over 1000 batches I Highly recommend this for anyone , with a large number of building in scenes that need to be occluded.
이 리뷰가 도움이 되었나요?
4
0
C
Very good (but no recent updates)
7 years ago
Calamitycal버전 1.2.2
1/15/21 Edit - Lowered again to 3 stars due to lack of updates. No ETA in sight for 2.0 version other than "soon". 6/11/20 - Edit: Looks like the developer is back and is working on a 2.0 update. Changing this back to 5 stars, giving him the benefit of the doubt. Hope he follows through and will update this again once he does! 3/10/20 - Edit: Editing this review as the developer seems to have abandoned the asset. No updates or posts in Discord in months. It works, mostly. Some bugs though, especially when used on anything with an animation component. You can get some benefit from this but it needs more support and some bug fixes. Shame that it has been abandoned. Original Review I've purchased a bunch of dynamic occlusion packages over the years and this is the first one I've ever had work right out of the box without requiring me to do a ton of set up. I needed a solution for my game, HammerHelm, to improve performance as players built up a large town. GDOC did wonders! After putting this in the game I saw noticeable framerate improvements across all of my test PCs, both high and low end. Easily one of my favorite assets. My only wish is that it had better documentation, but the developer is very active on the discord channel and answered all of my questions quickly. Can't recommend this enough!
이 리뷰가 도움이 되었나요?
2
1
c
Incredible asset - my FPS skyrocketed
7 years ago
cloverme버전 1.2.2
Even using Unity's Frustum and Occlusion culling together does not compare to what GDOC offers in terms of performance. My FPS went from 30-40fps to 150-180fps using the default settings. I had been toiling with adjusting the occluder settings in the default Unity baking process, setting up occlusion areas, etc. Dev is even in Discord where you can ask a question if you have one. Worth the investment. Unity should be using this method as a default.
이 리뷰가 도움이 되었나요?
3
0
C
Don't work fine for me
7 years ago
Christoo25버전 1.2.2
Hello. I use Vegetation Studio Pro in my project and spawn a lot of objects with high poly-count. As I can see the vegetation won't works correctly by this system, I have to use the normal baking tool further. I only get around 5fps which war not the goal as I bought it, sorry.
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4
7
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