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by jay_kyburz 1878 days ago
There is no built in occlusion system. So I would say no.
3 comments

Wait, so if it's not good at 3D outdoor scenes, and not good at 3D indoor scenes, then... what is it good at, in terms of 3D games?

That would only leave 3D models + minimal scene (e.g. top-down/isometric games), which minimizes the amount of occlusion?

With regard to 3D indoor scenes, performance is entirely related to the complexity of the scenes & how much effort is put into loading/unloading non-visible areas etc.

For a couple of data points, here is the official Godot third person shooter demo:

https://github.com/godotengine/tps-demo

And you can also find "Platformer 3D" demo here (playable in browser too):

https://godotengine.github.io/godot-demo-projects/

The showcase also has some 3D games that have been produced:

https://godotengine.org/showcase

Also TailQuest in development 3D Platform/Puzzle:

https://www.reddit.com/r/godot/comments/gnfjn9/tailquest_so_...

Various people have experimented with voxel worlds and other things which push the limits of the engine & are viewable on YT.

In short, with 3.0, Godot isn't competing with, say, Unreal in the 3D realism stakes but it still has more 3D capability than most people who start to make a 3D game will actually hit when the scope of the work required becomes apparent. :)

Any game where camera frustum culling can easily cull the number of object rendered. So when the camera is pointing in a fixed direction and you have control what moves in front of it.
FWIW it depends on the environments. Oblivion also doesn't have occlusion culling at all yet it ran on the original Xbox 360.
Occlusion culling is one of the big features of 4.0.