Culling strategy (Remote vs Local)#

The instant3Dhub Unreal Plugin delivers high-performance visualization of complex 3D data by intelligently streaming geometry on demand directly from the data source of truth. Only the parts that matter in the current view are transferred and rendered, which keeps interactions responsive even for very large CAD assemblies. For more background, see: 3D Streaming.

To decide which parts should be streamed, the system continuously determines what is currently visible. This visibility determination is called “culling”. The plugin supports two culling strategies:

Strategy

Location

Characteristics

Remote (default)

Server-side

- Requires server-side visibility service
- Reduced client workload and bandwidth usage

Local Experimental

Client-side

- Runs locally in the Unreal Engine client
- Increased client workload and bandwidth usage

For Remote culling, your instant3Dhub deployment must fulfill the server installation requirements, including a GPU-capable node so server-side visibility services can run.


Selecting a culling strategy in Unreal Engine#

You can select the strategy via the Unreal Engine console variable (cvar): I3DH.CullingStrategy.

Option 2: Local override via ConsoleVariables.ini#

Add the cvar to UE_5.x/Engine/Config/ConsoleVariables.ini for local developer-only overrides without modifying project config. Restart the Unreal Editor or application, then connect.

; Override culling strategy for this engine installation
I3DH.CullingStrategy=Remote
; or:
; I3DH.CullingStrategy=Local

Option 3: Temporary test via console#

You can set the cvar in the Unreal console, as long as you do it before connecting:

  • I3DH.CullingStrategy Remote

  • I3DH.CullingStrategy Local