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title: Custom Occlusion System For Supernatural Indie Game
description: A solo developer behind Psych Rift, a Control-inspired supernatural indie game built in Godot, shares details on a custom occlusion system that extends Godot&#x27;s...
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og:description: A solo developer behind Psych Rift, a Control-inspired supernatural indie game built in Godot, shares details on a custom occlusion system that extends Godot&#x27;s...
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# Custom Occlusion System For Supernatural Indie Game

**[80 LEVEL](https://daily.dev/sources/80lv)** · 3 min read · 1 upvotes · 0 comments

## Summary

A solo developer behind Psych Rift, a Control-inspired supernatural indie game built in Godot, shares details on a custom occlusion system that extends Godot's built-in occlusion culling. The built-in system only hides meshes, not lights, which is a problem for indoor levels packed with hundreds of omni lights. The custom solution uses VisibleOnScreenNotifier3D nodes to detect off-screen level 'blocks' (individual rooms or corridor segments) and hides both meshes and lights within them, while also disabling rigid bodies to ease physics calculations. The result is smooth 60 FPS gameplay at native 1080p on an RTX 3060, though the developer acknowledges the system isn't perfectly airtight.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/custom-occlusion-system-for-control-inspired-reality-bending-game>

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---

Tags: [#performance](https://daily.dev/tags/performance), [#game-development](https://daily.dev/tags/game-development), [#gaming](https://daily.dev/tags/gaming), [#godot](https://daily.dev/tags/godot)

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