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Converting SSE intrinsics code to Neon. Burst masked occlusion culling

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Converting SSE intrinsics code to Neon. Burst masked occlusion culling is an October 2025 post on over17.github.io about porting Unity Entities Graphics masked CPU occlusion culling from SSE to Arm Neon under Burst.

It covers translating HPC# SSE with SSE2Neon-style mappings, missing Neon shuffle and movemask equivalents, and line-by-line review when Neon debugging was limited. Profiling on a Galaxy S22 cut RasterizeJob stack zeroing with longer-lived temps for multi-x gains on Arm and Intel, and a SIMD DecodeMaskedDepthJob sped debug depth views by roughly an order of magnitude. The feature later stayed experimental and was abandoned at Unity.

It is for advanced Unity and Burst programmers writing cross-architecture SIMD jobs. SSE or Neon and Android profiling experience helps.

Access is a free static blog article with listings, profiler notes, and cull debug screenshots.

It is useful as a field report on SSE-to-Neon translation inside a real engine package rather than a toy kernel.