Overview
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Explore game optimization techniques through an in-depth look at culling methods in Unreal Engine 4. Dive into this introductory live training session where Tim Hobson demonstrates practical applications of visibility and occlusion culling, with a primary focus on View Frustum and Hardware Occlusion Queries. Learn how to set up and utilize various culling methods, assess their performance in your levels, and gain valuable tips and tricks for implementation. Discover the intricacies of Distance Culling, Precomputed Visibility, Dynamic Occlusion Queries, and VR Occlusion Queries. Examine real-world examples like Horizon Zero Dawn, and explore topics such as Camera Frustum, Cinematic Camera, Bounce Scale, Far Clip Plane, and Ray Tracing. Gain insights into Editor Settings, Culling Options, and the relationship between culling and LEDs to enhance your game development skills and create more efficient, performant games.
Syllabus
News
Introduction
What is occlusion culling
Distance culling
ViewFrustum
Horizon Zero Dawn
Precomputed Visibility
Dynamic Occlusion Queries
VR Occlusion Queries
Camera Frustum
Performance
Cinematic Camera
Toggle Camera
Dynamic Occlusion
Bounce Scale
Recap
Round Robin Occlusion
Far Clip Plane
Coldest Volumes
Cold Distance
Instances
Ray Tracing
Editor Settings
Culling Options
Culling vs LEDs
Taught by
Unreal Engine