Dynamic Density
Dynamic density is a GPU-side feature that gradually thins out instances based on distance or screen size. Unlike distance culling which removes all instances beyond a threshold, dynamic density reduces the proportion of visible instances over a range — producing a smooth falloff that's far less noticeable.
Each instance has a deterministic hash based on its position, so the same instances are always culled at the same distance. No flickering or randomness.

Two Modes
- Screen Size — Density based on how large the instance appears on screen. Consistent regardless of camera FOV.
- Distance — Density based on world-space distance. Direct control over falloff in meters.
Best For
- Grass and ground cover — Thousands of instances where distant thinning is invisible
- Small props and debris — Reduce count at distance without a hard cutoff
For density settings, see BRG Prototype Extra Data / Density.