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Optimization

Distance Culling

Hide objects beyond a set distance

Also known as: Cull distance · Max draw distance · Cull Distance Volume · Draw distance · Per-object culling

Definition

Distance culling stops the engine from drawing objects beyond a set distance from the camera, because they are too small to matter. Small props, grass, debris and details can disappear much closer than large buildings. Unreal Engine provides a maximum draw distance on meshes and Cull Distance Volumes that set it by object size, and Unity has per-layer culling distances on the camera. It saves draw calls and triangles, at the cost of visible pop-in if the distance is too short.

In production

Set the distance by size, with small objects culled early and big landmarks never, and check that the transition is hidden by fog, a LOD or a fade. Test by moving through the scene at gameplay speed. Distance culling works with LODs, frustum culling and occlusion culling, which remove the objects behind or outside the view. In dense environments it is among the most effective savings.

Tools that use Distance Culling

See also