Limitations of scene capture

I see there is a very useful feature called render to texture . It is easy and very useful.

Lets suppose we use them as in game cameras.

What I want to know is roughly how many of these can be place in a level and be active at the same time , without affecting the game performance considerably?

say If I got a secret base that has 20-30 surveillance cameras and a monitoring room where you can see all the cameras.

Another think I wanted to know was is the render target textured object accounts for culling as well? Like if I live the monitoring room ,where all camera’s scene capture is rendered, then will the engine stop rendering the scene capture because it is no longer visible?

Scene capture actor will render everything it sees even if they are not in your view, so the player’s culling doesnt affect it. As to the performance impact, it depends on the texture resolution you use for each capture, and it also depends on the game you are making so you’ll have to make some tests and decide the limit for yourself.

huh? what if the object on which the scene capture material is being painted on gets culled.

In that case you should regain that lost FPS. You could have tested this by yourself after all this time. :stuck_out_tongue: