[ul][li]Card was renamed from “Update 0.1.1.7” to “Update 0.1.1.7 - The Big Optimization One”.[/li][li]A new checklist named “Before Ship” has been added to the card.[/li][li]A new checklist named “Bug Fixes” has been added to the card.[/li][li]A new checklist named “Changes” has been added to the card.[/li][/ul]
[ul][li]“Reduced draw distance of players” has been checked off on the “Changes” checklist.[/li][li]“Optimized day night sky (increased FPS by ~30 in some cases)” has been checked off on the “Changes” checklist.[/li][/ul]
Not really. UE4 already has occlusion culling (z-map based + optional portal based) which culls occluded actors (that’s how objects are called in UE4) quite early in the rendering pipeline. That means that they are not send to the GPU at all.
However the actors are still active in Ram and the cpu has to process them. Level streaming really helps reducing the ram and cpu usage because the actors only are spawned whenever they are needed. And hence all the physics calculations, batching, frustum culling etc. is not applied to not loaded actors in levels that are not streamed in.
What I really miss though is model LOD. It seems like TU doesn’t have any at all. Maybe because Simplygon is too expensive for them.
Simplygon isn’t the only LOD solution as you can do them manually. Simplygon requires projects to have funding of 1.1 million before they even talk to you.
So that means that your model LOD is so good that I simply didn’t notice? It’s really easy to notice whenever you cull the bushes and other environmental entities because you don’t use any transitions (except for trees).