Announcement

Collapse
No announcement yet.

How culling actors(mesh) with stream level?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    How culling actors(mesh) with stream level?

    Why don't culling actors(mesh) on stream levels with 'cull distance volume' ?
    Editor's mobile emulator(vm) was normal. But, error on android mobile device machine.

    And how culling look actors(mesh) in blockers with console command 'r.VisualizeOccludedPrimitives 1' ?
    I set 'precomputed visibility volume' on player's walking space and build them.
    I guess not culling actors(mesh) on out of camera view. Cause looks frame with console command 'stat fps'

    Many problems on android mobile device machine.
    Looking forward to hear from epics soon.

    Thanks.

    #2
    Hi doogobwa,

    Unfortunately I am not sure what you mean. I am going to list what it sounds like the errors you are receiving are, can you confirm that these are what you mean?

    1. Android devices are not properly culling actors when using a cull distance volume

    2. Actors are not culled out when off camera while using a precomputed visibility volume and the console command 'r.VisualizeOccludedPrimitives 1'.
    -You noticed a frame rate drop when using 'Stat FPS'

    Am I on the right track with this?
    Adam Davis | Marketplace Support | Epic Games
    How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

    Comment

    Working...
    X