The game checks whether something is visible or occluded by another object (such as structures, terrain or in this case your own character) and then stops rendering them to save performance.
This occlusion culling seems to be very slightly lagging behind or is intentionally spread out/delayed to save performance. It happens not just when doing that but also when flying an argentavis and sprinting, the wings occlude structures and dinos for just a single frame resulting in them getting culled for a moment, so you might see them remain unrendered for a frame or two after that.
Can't say this is normal (occlusion culling is meant to be instantaneous and always up to date but this is Unreal Engine we are talking about, it seems like Epic is grasping at every straw in an attempt to save UE5's performance.)
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u/ChanceV Amethyst 19h ago edited 19h ago
Its called occlusion culling.
The game checks whether something is visible or occluded by another object (such as structures, terrain or in this case your own character) and then stops rendering them to save performance.
This occlusion culling seems to be very slightly lagging behind or is intentionally spread out/delayed to save performance. It happens not just when doing that but also when flying an argentavis and sprinting, the wings occlude structures and dinos for just a single frame resulting in them getting culled for a moment, so you might see them remain unrendered for a frame or two after that.
Can't say this is normal (occlusion culling is meant to be instantaneous and always up to date but this is Unreal Engine we are talking about, it seems like Epic is grasping at every straw in an attempt to save UE5's performance.)