Table of Contents

Fog Of War World Optimization


Several of the most impactful performance settings live on the Fog Of War World component itself. This page summarizes them; the full field reference lives under Configuration → Fog Of War World.

Update Timing

How often and where revealers recalculate line of sight has the biggest impact on CPU cost:

  • Revealer Update TimingTime Spliced spreads recalculation across frames (only Num Revealers Per Frame update each frame). Every Frame is most accurate but most expensive; Manual Updates hands control to your code.
  • Update MethodStart In Update, Finish in Late Update lets the Burst line-of-sight jobs run across the whole frame for the best throughput.

Full details: Configuration → Configuration & Optimizations.

Spatial Acceleration

A spatial hash grid keeps revealer/hider queries fast in large worlds. Tune Grid Size (≈ 2× average revealer radius) and Table Capacity (more buckets = fewer collisions). See Configuration → Configuration & Optimizations.

Staged GPU Uploads

Batches revealer GPU uploads to the end of the frame to cut upload overhead. See Configuration → Configuration & Optimizations.

Buffer Limits

The Utility Options limits (Max Num Revealers, Max Num Segments Per Revealer, Initial Hider Pool Capacity) pre-size GPU/CPU buffers — keep them as low as is reasonable. See Configuration → Utility Options.