Horizon Zero Dawn Render System in UE4

I am working on a game and I want to optimize the performance. I know that Horizon Zero Dawn’s render system is that only what the player sees is rendered and I want to recreate that in UE4 but have no idea where to start. Any references or Ideas?

That’s called culling and unreal already does it by default - like every other engine.

Oh, thanks for telling me

heres a really great article from Leszek Godlewski over at EA dice, detailing the optimization for the vanishing of Ethan Carter VR. there is tons of info that is helpful for all games, not just VR.
it will give you a better understanding of how the culling works (and how it can fail) and lots of tips for performance overall.

tim hobson also has a great breakdown here:
http://timhobsonue4.snappages.com/culling-visibilityculling.htm