Frustum intersect performance question

is anyone test before Frustum intersect with BoundingBox vs BoundingSphere. Which one is faster?

Never tested it, but I imagine a sphere check will be faster as it’s just a point and a radius. Both in AA and OA instances I would think.

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I’m certainly no expert, but a bounding sphere should be a pretty simple check. As Charles_ points out, it’s a point and radius check. Compared to just about any other shape vs shape check in 3d space, sphere would likely be the cheapest check I would think? This holds true in 2D collision checks, where you only need to know the center and the radius of both objects. It’s cheaper than a rectangle/rectangle check.

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