>trying to learn how to do culling in worlds
>made a very high-poly benchmark sphere for testing, to tank game performance when sphere is visible
>made two rooms with separate occlusion areas, put sphere in one of them
>expected 75fps in a room without a sphere and 20fps in room with a sphere
>baked occlusion
>45fps in a room without a sphere
>20fps with a sphere
>but if i'll write a script that sets active = false to the sphere on interactions, framerate goes back to 75fps instantly regardless of the room

Anyone knows how can I reduce performance impact down to zero in a room without a sphere? Or is it just related to lots of mesh data in memory, or something? Am I misunderstanding how culling should work?