During some performance test of scene with a lot of dynamic light w/wo shadows casting i wonder: does light will cull if i dont see them?
And it looks like answer is - “No” or “not exactly”.
Even really small light (light which affect really small portion of geometry) still exist behind the camera when i use freezerendering command.
I was guided by that article: http://timhobsonue4.snappages.com/culling-visibilityculling.htm
This is the screen radius at which lights are culled. Larger values can improve performance but causes lights to pop off when they affect a small area of the screen.
Im trying to increase **Min Screen Radius for Lights **to 1-5, but nothing changes. Engine culled all except light. Geometry are dissapear, but light and shadows are still exist.
Test was performed in scene with big single mesh floor, where all light affect that floor.
In secont test i cut floor to separate meshes.
Result of the test:
Engine still cull all geometry as expected and also cull light which are fall on to geometry (which are also culled) which are no longer visible through camera.
All of this leads to few questions: what exactly **Min Screen Radius for Lights **are do?