《Drifting》is a third-person shooter-action game. The combat system revolves around air-to-ground, air-to-air shooting and traversing. Each encounter in the game challenges the player to develop a situational awareness in 3D space, which includes constantly prioritizing your target whilst observing the surroundings to find out the key to advance to the next stage.
HISM Distance Culling
In a previous post: Indiedb.com I talked about how the distance fade shader causes the draw call for my scene increases dramatically and I need to find a way to disable actors - or more specifically HISM actors - when it's far away from the player camera. (see this video: Youtube.com to learn more about HISM in UE4)
I've tried cull distance volume, however, after some research and testing I found out it's not applicable to moveable actors (including HISM). I dived into the UE4 source code and discovered there are already variables for HISM distance culling - StartCullDistance and EndCullDistance. The variables did what its name suggested and after some modification for my HISM actor class, I am able to reduce an average of 2 ms to the draw call for my scene which is a pretty huge performance improvement.
As I keep developing the project, optimization issue will always be on the top of my worklist. It is a process that requires the developer's constant attention and awareness of the potential performance cost of new features that are about to add to the game.
I hope you enjoy this week's update, have a relaxing weekend. （●′∀‵）ノ♡