Table of Contents

Optimization


Pixel-Perfect Fog Of War is built to scale. Line-of-sight raycasting runs on Burst-compiled jobs, and several systems let you trade accuracy for throughput so you can run anywhere from a handful to thousands of revealers.

Revealer Update Modes

Control when and how many revealers recalculate line of sight each frame.

Spatial Acceleration

A spatial hash grid that keeps revealer/hider queries fast in large worlds.

Occlusion Quality

Preset quality tiers for raycast resolution and edge detection — or disable occlusion entirely for thousands of cheap revealers.

Static Revealers

Stop unmoving revealers from recalculating every frame.

Staged GPU Uploads

Batch revealer GPU uploads to the end of the frame.

Shader Stripping

Strip unused shader variants from builds to reduce build size and compile time.

Buffer Limits

Several limits on the Fog Of War World pre-size GPU and CPU buffers. Keep them as low as is reasonable for your project to minimize memory use.

Property Type Default Description
Max Possible Revealers int 256 Maximum revealers active at once. Sizes the GPU buffer.
Max Possible Segments Per Revealer int 128 Maximum sight segments a single revealer can produce. Too low causes errors.
Max Possible Hiders int 512 Maximum hiders. Auto-resizes if exceeded, but that causes a hitch.