Had some questions about camera frustum culling and best modeling/asset practices in UE4.
First, from what I’ve read, it sounds like frustum culling is automatic, in other words, there’s nothing special that has to be set up.
Is this correct?
If you were to build a terrain that was one huge piece, it would never cull, since it’s pretty much always seen.
So can you build the terrain in multiple sections, so that some will not be rendered, in the same way static meshes won’t be rendered when out outside the frustum?
I’ve read that UE4 is pretty good about rendering lots of polys, but it is not overly fond of lots of separate, individual meshes. That it’s a good idea when you can, to combine meshes into larger meshes. But if you do that, you’re also reducing the likelihood of meshes being culled, because they’re now much larger, and more likely to be seen by the camera.
Also, is there any way to view the culling taking place? Like being able to see from a bird’s eye view which meshes are being culled? Kind of like in this vid:
https://www.youtube.com/watch?v=Ap-GPO4vIRQ at :33, the view at bottom right.
If there are any good tutorials or videos specific to this that you could point me to, it would be appreciated. I’m trying to learn as much as I can about the various types of culling, and performance improvements in general.