Unity-GPU-Based-Occlus VS AutoLOD

Compare Unity-GPU-Based-Occlus vs AutoLOD and see what are their differences.

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Unity-GPU-Based-Occlus AutoLOD
1 4
- 1,731
- 4.0%
- 0.0
- 3 months ago
C#
- GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

Unity-GPU-Based-Occlus

Posts with mentions or reviews of Unity-GPU-Based-Occlus. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-05.

AutoLOD

Posts with mentions or reviews of AutoLOD. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-05.
  • Why Cities: Skylines 2 performs poorly
    7 projects | news.ycombinator.com | 5 Nov 2023
    https://github.com/Unity-Technologies/AutoLOD

    https://blog.unity.com/technology/unity-labs-autolod-experim...

    InstaLOD: https://github.com/InstaLOD

    "Simulated Mesh Simplifier" https://github.com/Unity-Technologies/AutoLOD/issues/4 :

    > Yes, we had started work on a GPU-accelerated simplifier using QEM, but it was not robust enough to release.

    "Any chance of getting official support now that Unreal has shown off it's AutoLOD?" https://github.com/Unity-Technologies/AutoLOD/issues/71#issu... :

    > "UE4 has had automatic LOD generation since it first released - I was honestly baffled when I realized that Unity was missing what I had assumed to be a basic feature.*

    > Note that Nanite (which I assume you're referring to) is not a LOD system, despite being similar in the basic goal of not rendering as many polygons for distant objects.

    "Unity: Feature Request: Auto - LOD" (2023-05)

  • "Unity Labs: AutoLOD - Experimenting with automatic performance improvements"
    1 project | /r/Unity3D | 9 Jun 2022
    I found this post on unity's blog: https://blog.unity.com/technology/unity-labs-autolod-experimenting-with-automatic-performance-improvements with the accompanying git: https://github.com/Unity-Technologies/AutoLOD
  • I made an editor tool to decimate meshes and setup an LODGroup automatically. And it's free.
    2 projects | /r/Unity3D | 9 Sep 2021

What are some alternatives?

When comparing Unity-GPU-Based-Occlus and AutoLOD you can also consider the following projects:

niagara - A Vulkan renderer written from scratch on stream

MeshDecimator - A mesh decimation library for .NET and Unity.

UnityMeshSimplifier - Mesh simplification for Unity.

unity-renderer - Unity implementation of Decentraland Client

resharper-unity - Unity support for both ReSharper and Rider

EditorXR - Author XR in XR

actors.unity - 🚀Actors is a framework empowering developers to make better games faster on Unity.

Unity-Http-Debugger - Http request logging tool for Unity.

unity-search-material-by-shader - Basic Unity editor window that allows you to find materials by shader.

NodeGraphProcessor - Node graph editor framework focused on data processing using Unity UIElements and C# 4.6