Optimizations for VR in UE4

Yep I looked in to Cull Distance Volumes, but I don’t think they work on movable meshes.

LOD’s would help, but even with them I’d need to hide and show actors if no automatic culling is going on. Poly count would still be quite high across the scene even with the lowest count LOD for all objects.

I originally planned the level to use rooms you could walk in and out of hoping that automatic culling would be taken care of by the engine. Seems to not be the case - at least on a Gear VR deploy.

No matter, in trying to get around the problem I may have stumbled upon something that makes my experience much more fun anyway :slight_smile: