Unreal Engine Livestream - Understanding Culling Methods - January 10th - Live from HQ

WHAT
Learn how to optimize your games by setting up and using the available culling methods available in UE4! In this introductory stream, Tim Hobson will go over the high-level use of these culling methods with some practical demonstration of how visibility and occlusion culling works, this session will primarily focus on View Frustum and Hardware Occlusion Queries. During the stream, Tim will also discuss how you can check the performance of these culling methods in your levels along with some helpful tips and tricks.

WHEN
Thursday, January 10th @ 2:00PM ET - Countdown

WHERE
Twitch
Youtube
Facebook

WHO
Tim Hobson - Technical Writer - @timhobsonue4](http://www.twitter.com/timhobsonue4)
Tim Slager - Community Manager - @kalvothe](http://www.twitter.com/kalvothe)
Amanda Bott - Community Manager - @amandambott](http://twitter.com/amandambott)

COMMUNITY SPOTLIGHTS

YAG - Yet Another Gameboard
https://forums.unrealengine.com/community/released-projects/1550429

ArtExpoVR
https://forums.unrealengine.com/community/released-projects/1562463

ZOMBIE RAID
https://forums.unrealengine.com/community/work-in-progress/1566024

ARCHIVE
Understanding Culling Methods | Live Training | Inside Unreal - YouTube

2 Likes

@Kalvothe

Can we please hear about all the new goodies related to culling methods in 4.21.x too? (Round Robin Occlusions, etc.)

Also would be nice to cover mobile platforms vs PC, culling-wise.

Thanks beforehand

Visibility and Occlusion culling is a pretty big topic that not a lot of people know about or are aware of initially without already having some idea that it exists. The target of this stream is to have an introduction walkthrough of what UE4 offers from a high-level of the different options available and then we’ll dive into understanding essentially how culling works with a focus on UE4’s default methods that are already enabled: View Frustum and Hardware Occlusion Queries.

Once I get this stream out of the way, I want to come back and do one or possibly two more streams focusing Distance culling and Mobile culling options. I don’t foresee any real reason to go into Round Robin Occlusion for VR. It’s a runtime toggleable feature and simply alternates between the eyes each frame where the eye used is what is being occlusion checked. There’s not anything complex about it, and the one gotcha to understand is that with VR since both eyes aren’t being checked, you can get some artifacts, but they are probably negligible compared to the performance savings you’ll get.

If I were to go over each in detail, this stream would easily encompass a couple of hours and I’m simply not prepared for that much public interaction in a single day. :wink:

Anyways, thanks for always having an interest Motorsep!

Is there any talk about future works for UE4 and various methods of triangle culling? Such as backface, per-triangle, cluster.

Very useful topic, especially looking forward the follow-up more specialized talks!

Oh cool, looking forward!

Sweet! Got time and looking forward to joining you on the stream!

Also, Oculus just integrated live streaming from VR to Facebook Live for select applications, and I needed to know if it’s possible to Livestream from a UE4 project on Facebook live, so I may walk through the project with friends and colleagues. If someone is aware please link me to documentation.

I suggested this topic in one of my surveys, don’t know if this is because of that or not but thanks anways! <3

Great stream everyone. Great to get technical deep dives like this.

How to verify precomputed visibility is working? - Content Creation - Unreal Engine Forums here we are told to keep occlusion culling on with Precomputed Visbility, is this still the case? In the video towards the end he made it sound like we can turn it off when using Precomputed Visibility.

There is a lot of information on this subject on the Unreal Academy side (video tutorials) in the “Real Time Rendering” class.

It says that the level is “Master” but don’t let that scare you off.

Where is the link for the Live… i tried in YouTube channel but i could not find the live, maybe 2:00 PM from another country, not sure what time to my country.

I wonder if it is better to use Level Streaming tan culling methods, because i´m having a lot of problems with the limit of textures, “Texture Streaming Pool”… it overs very fast. I think Hidding thinks with Level Streaming might work better.

You are correct! Occlusion Queries MUST be enabled for Precomputed Visibility to run.

I told you there were a lot of options and I didn’t revisit and go over Precomputed Visibility as much for this particular stream. I’m making a note of this for next time and I think I’ll add this to the doc as a precaution in case someone does disable it and wonders why it doesn’t work. Thanks again!