How to Reduce Frustum Culling Costs?

Hi. I have some ploblem in my project.
My project is a top-down game with many objects. Frustum Culling costs more than 2.5 ms when playing.
Will the Frustum Culling cost increase if the level is loaded with many objects even if it is not rendered by Distance Culling?
How to Reduce Frustum Culling Costs?

This will majorly have to do with how your scene is setup. I am not sure what the correct answer would be here. Though look in Instanced Static Mesh and Hierarchical Instanced Static Mesh. The cause of Frustum Culling Cost being high might be due to the amount of actors in scene. With the above 2 mentioned things you can probably put same meshes be treated as one.

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Which means the number of actors is the cause. I’ll try the two methods you mentioned. Thank you :slight_smile: