# Is this a optimization settings problem? (Ribbon is not visible when the other player is looking in another direction)

**URL:** <https://forums.unrealengine.com/t/is-this-a-optimization-settings-problem-ribbon-is-not-visible-when-the-other-player-is-looking-in-another-direction/1351772>\
**Category:** Rendering\
**Tags:** unreal-engine, Multiplayer, Rendering, question\
**Created:** [October 29, 2023, 11:57pm UTC](https://forums.unrealengine.com/t/is-this-a-optimization-settings-problem-ribbon-is-not-visible-when-the-other-player-is-looking-in-another-direction/1351772 "2023-10-29T23:57:27Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![SupportiveEntity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SupportiveEntity](https://forums.unrealengine.com/u/SupportiveEntity)\
**Post date:** [October 30, 2023, 12:53am UTC](https://forums.unrealengine.com/t/is-this-a-optimization-settings-problem-ribbon-is-not-visible-when-the-other-player-is-looking-in-another-direction/1351772/2 "2023-10-30T00:53:30Z")

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Hey there @Ivan3z! When I see an issue like this it’s either due to net relevancy or the visual culling. In your case, I’m banking on the fact that because it’s actually showing when close to in view it’s actually bounding box related. Since (GPU)particles need to be on screen to be rendered, they are handled by a bounding box and if outside of it do not render at all as a performance measure. You might be able to increase the bounding box to force them to render for all in the area. Give that a try and let me know how it goes!

> [@Niagara Particles Dissapear When NOT in Camera View](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/):
>
> When using the camera in sequencer along with niagara particles - I notice that if the emitter isn’t in the view of the camera then the particles disappear. This is the same for when the emitter comes into view of the camera, suddenly the particles start working again. How might I have emitter continuously spawn without needing to be within the camera view?

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