Setting areas to not render

I’m trying to make is so when the character is standing where the red dot is, anything past that green line would not render.

I’ve tried using cull distance volumes but blueprints, particles and BSP still render, I have also tried setting up fog but couldn’t get it to look right and don’t think it would work to keep things from rendering and in the end be more costly.

Is there a way I could make everything within a volume not render?
Or maybe just some optimization tips

You can make that section past green line a separate level and stream it in when you get close to or go past that green line.

@jacky
I am also interested in it. For me its not about optimization. I just want to make sure only areas within a certain distance from the player is rendered. It is more like a visual effect. I partially succeeded in it using a special material, but I have to apply it to all the things which is very tedious. Is there any other option?

All i can think of is maybe you can create a post process material that renders objects that have Render Custom Depth enabled using Scene Depth?

You have to use level streaming. I am not very knowledgable yet, so far I have to plan ahead and call out levels with some trigger volumes.

Simple Level Streaming Video

It seems like precomputed visibility is more what I was looking for, but I’m not sure if it is working the way it is supposed to. So I guess either would work for optimization.

Precomputed visibility is more useful for mobile systems, and it has its disadvantages when it is overused. It was mentioned by an Epic staff somewhere but i dont recall where or what they were.