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. |