Culling methods not working correctly at all on streamed in levels

  • I stream in some levels.
  • Freeze the rendering.
  • F8.
  • I can see things behind the players view.
  1. So frustum culling doesn’t work.
  • I add a cull distance volume.
  • I setup the size/distance settings to match my objects in the streamed levels.
  • I make sure it covers the bounds of the levels to be streamed in.
  • I stream some levels in.
  • Freeze the rendering.
  • F8.
  • Distance culling volume has no effect.
  1. So distance cull volumes don’t work.

What Gives?

I am procedurally streaming these levels in randomly. The levels are made of static meshes, but they should be instanced static meshes since unreal does that automatically now, no? And they are using nanite.

I just want some culling to occur, I don’t need entire levels and meshes loaded when they should be culled it’s eating my frames.

So this tells me culling on some level is working but it still isn’t even close to correct, and why isn’t freeze rendering reflecting what this is saying. I freeze rendering and every single streamed in level is completely rendered in.

Is this a bug? Is this UE5 specific? How are we supposed to use level streaming if culling isn’t possible? That seems like a ridiculous oversight and somehow NOBODY else has this problem anywhere.

Any help appreciated.

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Have you solved that ?

I actually never figured that out, I’m assuming freeze rendering probably needs some setting to see frustrum culling now, or culling just doesn’t work(unlikely). Or I’m not understanding some key thing about what culling is(highly likely).

I ended up actually having to completely change world generation for my project due to this optimization loss. Frustrating but idk why culling wasn’t working and I never figured it out lol.