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Adjusting near and far clip of camera for performance?
Does adjusting the near and far clip of camera for lesser view range boost performance? Theoretically I would think it should but I tried doing it and its not making a damn of a difference in the stats window. So what exactly happens? Do objects outside of clipping range get rendered or not? How to use this concept to actually boost peformance?
Ok this may be totally a nooby question but can someone please give me some pointers on this? How is changing the far clipping plane from 1000 to 100 not affecting fps at all?
Answer by Graham-Dunnett · Aug 07, 2014 at 10:59 AM
Well, reducing far from 1000 to 100 may result in smaller numbers of objects being draw, so you might see a reduction in draw calls. However, the further an object is from the camera the smaller it is. Drawing a large object that only occupies 10 pixels of the screen isn't going to be very costly.
So you are saying frustum culling doesn't really enhance performance that much? Another doubt - when only half of a mesh is visible within the frustum does it have only half rendering cost?
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