The freeze rendering command doesn’t work with hardware or instance culling in UE5 though - you can test that by freezing the rendering and then moving around a level full of instances that have a distance cull, they still cull at correct distance from the camera.
Also there is still a large performance increase when things are occluded. I’ve been running some tests are these are the results so far:
But that wouldn’t explain UE4.27 not culling which I’ll test soon.
I do wonder if there are some situations where it isn’t working - it could explain some peoples tank in performance - it would be nice to get a complete picture.
AMD Ryzen 7 2700X Eight-Core Processor with 3.70 GHz
16 GB RAM
NVIDIA GeForce RTX 2070, very first generation (no Super or TI or anything), just 8GB RAM
Hey guys, quick update. It took me all day but I did rewrite all of my code (from spawning BPs first and removing elements as I go to setting the cell parameters as I go and spawning the maze at the end) and now have my system working perfectly. I add all of the HISM instances in 1 blueprint and now with nanite and HISM culling I get the exact same fps/ms performance no matter how many cells I spawn. The only limitation seems to be when it first loads, some large grid sizes cause it to crash but for what I wanted it for it’s perfect, thanks to everyone who commented and helped me get this far!