What is frustum culling?
Objects outside the camera view are not rendered.
Simple, automatic, and great for performance.
But in large scenes, that may not be enough.
That's why we also use distance culling.
Full tutorial on YouTube.
youtu.be/KTqQIrQcmkk#UnrealEngine
Your UE5 scene is probably rendering objects you can't even see.
In this tutorial, I cover:
• Frustum Culling
• Cull Distance
• Cull Distance Volume
• Foliage Culling
Full video on Youtube↓
youtu.be/KTqQIrQcmkk
Want large scenes to run on mobile?
Use a Cull Distance Volume.
• Cover your entire scene
• Set distances based on object size
Less objects rendered.
Better performance.
#UnrealEngine#UE5#GameDev#RealTime3D#Mobile
I’d really appreciate your feedback, especially on performance across devices🙏
forms.gle/KBXmF5NSQ2yso9ky6
The beta is currently limited to selected countries on Google Play, and the page is still rolling out.
Expanding soon.
One tree might be fine on mobile…
But a forest?
Foliage can quickly become expensive.
The fix:
• Fewer, larger leaves
• Leaf clusters instead of single leaves
• Simpler branches
Same look. Much lighter.
#UnrealEngine#UE5#GameDev#MobileOptimization#SpeedTree
Unreal Engine 30-Second Tip 02
Baked lighting makes foliage shadows static.
The fix:
• Cast Dynamic Shadow on foliage
• Use a Stationary light
• Adjust shadow distance
A good balance between performance and visual quality.
#UnrealEngine#UE5#gamedev
Unreal Engine tip
Getting “Video Memory Has Been Exhausted”?
The culprit might be your textures.
Quick fix:
• Pack channels (RMA)
• Reduce to 512px
Result:
94 MB → 710 KB (~99% VRAM saved)
#UnrealEngine#UE5#GameDev#MobileOptimization
Cinematic UE5 environment → mobile.
Porting a scene built for high-end rendering to mobile
required optimizing several parts of the pipeline.
Here’s a quick breakdown of some of the main optimizations I implemented for Nihon Legacy
5/ Same environment.
Two different technical pipelines.
Working within mobile constraints while keeping a believable look is what makes the process interesting.
Unreal Engine · Mobile · Real-time 3D · Nihon Legacy
#UnrealEngine#gamedev#realtime3d
Cinematic UE5 scene → mobile.
No Nanite. No Lumen.
Baked lighting, optimised assets.
Challenging. Still worth carrying your work in your pocket.
#UnrealEngine#mobiledev
I’m happy to finally share a project I’ve been working on over the past few months.
Nihon Legacy is a real-time 3D cultural heritage experience exploring iconic Japanese sites, built for mobile and VR.
Trailer ↓
#UnrealEngine#IndieDev#Japan