We’re using Fustrum Culling in our project, but find that it’s a little too eager and objects will disappear before they fully go off screen. IE, we have a car moving across the screen and it gets culled while the back part is still visible as it moves off.
If we untick ‘Frustrum culling’ on the camera, all is fine, but ideally we’d like culling enabled.
I have not seen similar issues before. Are you using custom AABB (specified on model or render component), which allows you to specify custom bounding box used for culling? If not, culling should be correct. If not, are you able to create a simple repro case to demonstrate?
We’ve noticeable improvements when using this in other projects, especially when animated characters are used as the cost for calculation goes up with the number of bones in the character.