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Yes, that is true but no matter how complex the models are and how many of them are there, there should be no slowdown as long as they're out of the view and their actions are simple or none, right? ( and as long as there's no texture swapping happening) Why should their existence affect fps in any way when they exist completely elsewhere in the level? Maybe I'm doing something terribly wrong and they are somehow visible to camera ( even when they're obviously out of camera frustum) ....




W/o knowing the engine internals, its hard for me to answer this. As I said before, looking at the debug panel to see which value increases is the first step to understanding where the drop occurs. As you've stated, if the objects are indeed being culled, and not sent to the rasterizer, there shouldnt be a drop in fps just from them being there. Post a screenshot of your debug panel if you can, or the ms numbers when your framerate drops.


Never argue with an idiot. They drag you down to their level then beat you with experience