Your videos are so good and straight to the point, thank you very much for all your effort. That "trick" with the shift-key on the arrows is very useful too. :-)
Frustrum Culling and it is automatic in UE4... the thing is... it doesn't culls anything that has its bounding volume (I think) inside the frustrum of the camera, so big objects will probably not cull when you freezerendering
Anybody know if a cull distance volume can actually HURT performance if your level is too large and its culling too many objects? Like if you used this for an open world game for instance?
Any idea why I wouldn't be able to cull a BP that contains a geometry collection and an anchor field? I can cull the geometry collection normally(non-BP).
So with me I am only interested in one LOD 0. I set that to min 0.1 and 5200 for a semi top down view maze game I am working on and its seems to work fine without a cull volume. Is this how the newer versions of UE4 works now? Min and max draw distance can be set without a cull volume or is there a difference when you set or not set a cull volume in the nature and efficiency of the culling? TY. :-)
Is it possible to cull specific Terrain or Landscape ( e.g., i have 10 terrains and i want only 1 terrain to be visible when i stand on it when i leave the terrain and go to other one the first one disappear and second appear )
Hey Mathew, does culling only stop it from being rendered or does it also prevent for example event ticks in blueprints placed in the culling volume from running as well?
The final part of the video " Make your questions bellow " Then.... 2 years ago a question. 1 month stills the question... and we still dont have the answer. xD
Thanks Wadstein youre our Master .... 4:50 Normaly you must force to culling because the Engine removes nothing self , because i have made a Fake plane cover with a Cube behind and i have the same result if i turning in that direction where the most Buildings are the Camera Stutters while i am turning in that direction. here is another Solution Lod looks easy to setup and you can copy paste to all other Buildings : ruclips.net/video/T6DUVaD69CM/видео.html
Your videos are so good and straight to the point, thank you very much for all your effort.
That "trick" with the shift-key on the arrows is very useful too. :-)
Thank you so much for what you said about using it as a mirror to let something scerry pop up it really is a live saver
You rock man ... Keep going 👍🏻👍🏻
well culling from side is automatically enabled but this is more efficient for things that might be always in front but behind the wall
how did you make the box culling not with lines but transparent boxes?
Mathew Wadstein
i dont know why but in unreal 5 this value will changed after pakaging or standalone game
In UE 5.5.1 for me not work... It maybe work, but after restart Editor. Seems unreal Engine bug...
Is there any similar type of thing where objects are called for render only if they are in frustrum of camera?
Frustrum Culling and it is automatic in UE4... the thing is... it doesn't culls anything that has its bounding volume (I think) inside the frustrum of the camera, so big objects will probably not cull when you freezerendering
Anybody know if a cull distance volume can actually HURT performance if your level is too large and its culling too many objects? Like if you used this for an open world game for instance?
Any idea why I wouldn't be able to cull a BP that contains a geometry collection and an anchor field? I can cull the geometry collection normally(non-BP).
Another great tutorial. Thanks a lot!
important to say that you have to play to see the effect, simulate doesn´t show it
just tryed this will not work on openworld tiles map with trees and mountains
So with me I am only interested in one LOD 0. I set that to min 0.1 and 5200 for a semi top down view maze game I am working on and its seems to work fine without a cull volume. Is this how the newer versions of UE4 works now? Min and max draw distance can be set without a cull volume or is there a difference when you set or not set a cull volume in the nature and efficiency of the culling? TY. :-)
Thank you for great tutorial video.
How would this work for open world tile map I have trees mountains rocks
does it works for skeleton meshes?
Is there anyway to include these inside a blueprint?
Mathew which would be better for lower end hardware and mobile, cull volumes or precomputed visibility volumes? TY
Is it possible to cull specific Terrain or Landscape ( e.g., i have 10 terrains and i want only 1 terrain to be visible when i stand on it when i leave the terrain and go to other one the first one disappear and second appear )
For something like this you might want to look into level streaming and putting each terrain into it's own map.
Do you happen to know of any tutorials on frustrum culling? Thanks in advance! Great video series BTW! =D
Thank You, Got It
Does this work for particles?
Thank you!
well the million dollar question is what happens to AI inside of the culling volume?
good tut
Hey Mathew, does culling only stop it from being rendered or does it also prevent for example event ticks in blueprints placed in the culling volume from running as well?
I also want to know this. Does the blueprint logic keep running if an actor is culled?
The final part of the video " Make your questions bellow " Then.... 2 years ago a question. 1 month stills the question... and we still dont have the answer. xD
Thanks!
you are the gote
Thanks Wadstein youre our Master .... 4:50 Normaly you must force to culling because the Engine removes nothing self , because i have made a Fake plane cover with a Cube behind and i have the same result if i turning in that direction where the most Buildings are the Camera Stutters while i am turning in that direction. here is another Solution Lod looks easy to setup and you can copy paste to all other Buildings : ruclips.net/video/T6DUVaD69CM/видео.html
Great
Thank You, Got It