Indie developer builds software occlusion culling for voxel game 'Block Game'
A solo developer working on a Minecraft-style voxel game called Block Game (working title) implemented a custom software occlusion culling system to improve rendering performance, particularly on weak integrated GPUs like the Radeon Vega 8. The developer reports the system runs in roughly half a frame at 60 FPS, culling 50-60% of chunks above ground and up to 95% underground, pushing framerates above 400 in cave scenes.
GoKawiil's interpretation of the reporting above, not reported fact.
The project illustrates how solo or small-scale developers can achieve meaningful performance gains through custom-built, conceptually simple culling techniques rather than relying on complex existing algorithms, especially for voxel-based games with axis-aligned geometry. This could make ambitious block-based games more accessible on low-end or integrated hardware, though the developer notes the approach has some known edge cases where it fails.
- A developer built a software-based occlusion culling system for a voxel game targeting low-end integrated GPUs.
- The system reportedly culls 50-95% of chunks depending on environment, boosting framerates significantly underground.
- The solution favors simplicity over complex existing culling algorithms, though it has some unresolved edge cases.
AMD Ryzen 7 5700G Processor — This is the exact APU the developer is using as a baseline for testing performance on modest hardware, combining a capable CPU with integrated Vega 8 graphics. It's a great budget-friendly pick for hobbyist game devs or hobbyist builders who want to test how software runs on non-dedicated GPU setups.
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Published there as: “Software occlusion culling in Block Game”
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