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Performance counters
Development
Rendering
unreal-engine
anonymous_user_478689d91
(anonymous_user_478689d9)
April 16, 2016, 6:43am
4
To finish off this thread:
It stops counting after 40ms threshold because it’s considered to high.
Frustum culling works on list. UE is not designed for high number of objects (at least by default).
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