Occlusion (or visibility) culling not working on mobile?
Currently when under SM5 rendering, I think culling is working correctly and draw calls are reduced significantly when I'm facing directly at the wall. However, when I switch to either ES2 rendering or deploy and play on an iPad, even when I'm facing directly at the wall and I can't see anything beyond the wall. It seems like everything behind the wall is still rendering (seems like I can see through the wall). I've attached screenshots to illustrate the problem.
Is this expected behavior? How do I make the engine not render the objects behind walls as this is starting to give me performance issues when running on mobile?
asked Apr 15 '15 at 04:13 AM in Rendering
Dynamic occlusion is not handled on mobile. You will want to use Precomputed Visibility Volumes around your playable areas. Then you can build lighting and it will use the cell size to handle occlusion on your devices.
There isn't a whole lot in the way of documentation for Unreal Engine 4 at the moment, but the documentation from UDK/UE3 is still fairly accurate with using this system. There are a couple of things that are no in UE4 that is demoed in this page, but it can still help you get it setup and working properly.
I hope this helps.
answered Feb 03 '16 at 10:55 PM
Tim Hobson ♦♦ STAFF
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