True or False: Occlusion culling prevents rendering calculations for GameObjects completely hidden from view.

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Occlusion culling is a performance optimization technique used in game development, especially in complex scenes where many GameObjects exist but are not always visible to the camera. By determining which objects are completely obscured by others and thus should not be rendered, occlusion culling can reduce the number of rendering calculations the GPU has to perform. This process improves rendering efficiency and frame rates by ensuring that only visible objects are processed and drawn.

When occlusion culling is enabled, the rendering system can dynamically evaluate which GameObjects are within the camera's view and which are blocked by other objects. This is crucial for maintaining high performance in demanding environments, as it minimizes unnecessary rendering of elements that would not contribute to the visual output seen by players.

While other optimization techniques may allow for certain level of visibility checks, occlusion culling specifically targets objects that are completely hidden and prevents any rendering calculations for them. This is the key reason why the statement is true. If any adjustments or configurations are made regarding how occlusion works, they usually seek to refine its effectiveness rather than negate its core purpose of hiding fully occluded objects from rendering processes.

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