HISM and culling

I want to use HISM’s to ensure that the actors in my level can maintain their individual LOD’s when I merge them, rather than ISM’s since as far as I am aware they will then all use one and the same LOD. (Correct me if that is wrong)

The question is, would that cause issues with culling as well when I merge all the HISM’s into one actor? Intuitively I would say ‘yes’, but I don’t really know how I can check if culling is happening in the editor or not.

Does anyone know?

Hi Neufexx,

You set the Cull Distance in your ISMC or HIMC - in the component itself:

image

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@Neuffexx This thread might be of interest to you

“HISM creates clusters of instances. Culling, occlusion, and ‘lodding’ is done on a per cluster basis for HISM but is done on the Actor for ISM.”

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Thanks a lot for confirming that for me :+1:

I really wish they would implement a per instance occlusion culling for HISM’s, maybe GPU based one.
If you use the console command FreezeRendering then you can see what is occluded and what is left eating up GPU cycles.

Yeah that would be great honestly.
Also good tip with the FreezeRendering, thanks!

There seems to be a bug in FreezeRendering - and HISMS do appear to be occluding ok:

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