Spike 57 · Terrain occlusion

Booting...
FPS
CPU ms / frame
Cull ms / frame
Total instances
Visible instances
Cull ratio
Grass / Trees
Frustum rejects
Horizon rejects
Distance rejects
Chunks shown / hidden

Cull path

T0Distance-only (matches production)
T1+ Per-instance frustum cull
T2+ Heightmap horizon raycast
T3+ Max-height pyramid acceleration
T4+ GPU compute cull (WebGPU)

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Camera preset

C1Valley floor (best occlusion case)
C2Third-person (your default)
C3Hilltop survey (worst case)
0/1/2/3/4 cull path T0/T1/T2/T3/T4 · C cycle camera · W wireframe · B mark hidden chunks · Drag orbit · Scroll zoom