A while back I remember a post about a dev saying that it is possible to increase the fideltiy of what is in camera,
in UE4 to a point that cant be maintained in real time normally, by lowering/trashing/not rendering highly,
anything outside of the camera to create a very high fidelity short cinematic film.
I would like to ask in more depth on this topic now…
Is it actually possible? And if so how?
In general it will try to dynamically calculate when an object comes into frame. You can have a bit more control using Cull Distance volumes and Precomputed Visibility volumes
It should be pretty simple just have low poly versions of all the assets in the scene. Since you know where camera is pointing set up the scene so every thing not showing is low poly.