Radius culling is set to the same as the viewport draw distance, correct (and I assume most people have it at max).
It's only useful because the viewport draw distance does it with a "back-plane," whereas radius culling properly culls objects as the game would (using Far-Z on your fog controller, for instance). So by using radius culling, you can see if an object will "pop" when in game.
I'm pretty sure it also acts as a cordon and anything culled wont compile.
It's only useful because the viewport draw distance does it with a "back-plane," whereas radius culling properly culls objects as the game would (using Far-Z on your fog controller, for instance). So by using radius culling, you can see if an object will "pop" when in game.
I'm pretty sure it also acts as a cordon and anything culled wont compile.