As I understand it, automatic culling in UE4 comes at a performance cost, as calculations need to be made in order for the engine to know what needs to be culled at any given time, depending on Scene Depth and the bounds of an object.
I was wondering if liberal use of Culling volumes in conjunction, with the automatic culling system, is particularly beneficial? By that I mean, if an area that’s already effectively culled via automatic culling, would placing it within a culling volume and manually making sure it’s culled take some of the legwork away from the automatic culling system, and therefore improve overall performance? Particularly when used in World Composition, with landscapes blocking dense built-up areas.