Automatic Culling – Dynamic auto-cull

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Author: Vuthakral

Last revision: 24 Dec, 2025 at 12:19 UTC

File size: 3.3 KB

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Description:
What is this?

This script is a dynamic aggressive culling applicator for Draconic’s aggressive culling system I released a few weeks back. I had a fair few people ask me to make a script that makes it "automatically apply to everything". So tl;dr, here’s that request, -ish.

Not so tl;dr: If I were to apply it to everything you would end up losing more performance than you would gain. So I wrote this script which has a size & material count filtering system for spawned entities, as well as a blacklist for entities it should not bother with, to make sure this only applies to entities that will actually improve your performance by enabling aggressive culling on them. This also includes convars if you wish to try enforcing it on more things just to see yourself that trying to do so will only result in a net loss. Draconic’s aggressive culling disables when the entity is within close proximity so you won’t have to worry about stuff like weapons and gameplay objects becoming invisible near you, as well as whenever you are zoomed in.

So where will this actually save my FPS?
  • Entities obscured by the world from player view, but not traditionally culled (either due to a large visleaf or a poorly optimized map).
  • Entities an extreme distance away will not render at all.
  • Weapons with a ton of materials held by NPCs.
  • Custom entities with a lot of polygons and/or materials.
  • If used on a server with "custom base maps" or other perma-prop-like solutions, likely to help save a decent few frames from scripted entities with lots of materials being picked up by this script.

Convars
  • sv_autocull_enabled 0/1 — Enable/disable this script from flagging newly-spawned entities for aggressive culling.
  • sv_autocull_dolargeculling 0/1 (Default 1) — Enable/disable "large" entities from being aggressively culled (See image).
  • sv_autocull_domassiveculling 0/1 (Default 0) — Enable/disable "massive" entities from being aggressively culled (See image).
  • sv_autocull_minimummaterials 3 (Default 3, max 32) — Minimum number of materials an entity must have in order to be considered for automatic aggressive culling. Using this on a ton of entities with only one material will result in a loss of performance rather than a save.

If you are looking for a way to manually apply aggressive culling to specific entities there is a toolgun tool I made for exactly this purpose.

IMPORTANT NOTE

Do NOT mix multiple culling-method addons. All you accomplish by doing this is creating extra processing overhead which will make your game run worse than if you didn’t have any at all.

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Draconic BaseSteam Workshop