How can I make objects loose quality when they are far away from the player ? to achieve better performance

I want to optimize my game so that very far objects/enemies disappear when the player is nowhere near them and so that parts of the terrain loose texture quality when the player is “again” nowhere near them , How can I achieve this ?

Pretty much every game uses this but I’m going to name a few :
Fallout 4
Call fo Duty black ops 3 zombies )
Batman Arkham Knight
Batman Arkham City
Batman Arkham Asylum
Lords Of The Fallen
Tomb Raider ( 2013 up )
and it goes on and on and on and onnnn…

I really hope theres a way of doing this without the use of C++ but I’m willing to try it anyways , Thanks for checking this topic out , if you know how this can be achieved please leave a reply …

Thanks again !
-Edwin

Hi Edwin,

There is a lot of optimization that Unreal Engine already does for you, like lowering texture quality at further distances. This is called Mip Mapping and you can see this in the texture by adjusting the different Mip values to see what the texture resolution would look like when it lowers.

The engine also automatically occludes actors that are not within view of the scene depth so that they are not rendered to free up performance.

As far as lowering the quality of the mesh, also known as Level of Detail (LOD), you have several options, but UE4 does not do this for you.

You can create your own LODs in your modeling program and assign them automatically or manually from your FBX. There is also Simplygon integration for UE4 so that you can do everything within UE4, but this requires registering for their license to use their plugin.

Some helpful documentation for creating LODs, and a tutorial I made for 3Ds Max.

I hope this helps.

Tim