RIZN is a third person zombie shooter and survival game in which the player starts off already infected and must fight to find a cure.
Here's a better visualization of occlusion culling data that's much easier to interpret. Areas marked as red are not visible by the camera so I can disable renderers for any zombies located there. This runs in real-time using data pre-baked in the editor and works with moving zombies as well.
As mapper, it took me years before i started to understand the rules and absolute need for optimization. After that, it started to be some kind of little side hobby to make the maps as optimized as possible. Although my optimization was mostly only done through adding portals. But this is of course much better, it is optimization with much more depth to it. This way you can have very large outdoors that are quite detailed, and they still run fine.
Thanks for showing this better visualization, almost hypnotic to watch hahahaha.
Leon
Optimization is important in any level design, and it has paid off in spades here. Performance is a bit nuts given how large the quarantine zones are and how many zombies are spawned at any given time. It's been an exciting two days for sure.