# Performance Scaling Component

The `RealityPerformanceScaling` Component&#x20;

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### Reality Performance

| Setting                    | What it Does                                                                                                                                                                                                                                                         |
| -------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Enabled                    | Enables/Disables the Component                                                                                                                                                                                                                                       |
| Update Scaling at Start    | <p>If true, runs the scaling evaluation immediately on BeginPlay instead of waiting for the first tick interval.<br>(Useful so actors aren't in full detail for one frame before the scaling)</p>                                                                    |
| Base Check Interval        | How often (in seconds) the component re-evaluates which scaling tier the actor should be at.                                                                                                                                                                         |
| Use End Frame Tick         | <p>Defers the component's tick to the end of the frame (after physics and animation). <br>(Useful for when you want scaling decisions to occur AFTER movement is finished.)</p>                                                                                      |
| Location From              | <p>Where the component samples the actor's position for distance calculations. <br><br>Collide Bound: The Actor's Collision Bounds<br>Global Bound: Uses the actors full render bounds center<br>Specified Relative: Uses a manual offset from the actor origin.</p> |
| Relative Origin            | The manual offset vector, only relevant when Location From = Specified Relative.                                                                                                                                                                                     |
| Add Bound for Get Distance | If true, adds the actor's bound radius to the raw distance calculation. This means large actors (vehicles, buildings) start scaling at further effective distance than small ones, even if their origins are the same distance from the camera.                      |
| Predicted Future Location  | Uses the Actor's Velocity to predict where it will be next frame and calculates distance from that predicted position.                                                                                                                                               |

### Default Scaling / Pause Scaling

| Setting               | What it Does                                                                                                                                                                  |
| --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Default Scaling       | The tier applied when the mesh is returned to its default state (Distance 0.0, Full quality)                                                                                  |
| Pause Scaling         | The tier applied when the actor is "paused" by the system (e.g., too far away or culled).                                                                                     |
| Change Check Interval | If true, this tier overrides the base check interval with the value in new check interval. So distance actors can check less frequently while nearby actors check more often. |
| New Check Interval    | The override interval in seconds when Change Check Interval is enabled.                                                                                                       |

***

### Scaling Off Name

This is an array of scaling tier names that are treated as "off" states: Hidden, Cull, LOD3. \
When the actor enters any tier thats Scaling Name matches one of these, the component knows the actor is invisible/not relevant and can skip work (stop ticking, disable collision, whatever)

### Distance Scaling

Four LOD tiers with more aggressive scaling as you go along it.

<table><thead><tr><th>Tier</th><th data-type="number">Distance</th><th data-type="number">Out Value</th><th>Check Interval</th></tr></thead><tbody><tr><td>LOD0</td><td>500</td><td>1</td><td>0.075 (about 13 times a sec)</td></tr><tr><td>LOD1</td><td>1000</td><td>0.65</td><td>0.12 (about 8 times a sec)</td></tr><tr><td>LOD2</td><td>2000</td><td>0.35</td><td>0.35 (about 3 times a sec)</td></tr><tr><td>LOD3</td><td>3500</td><td>0.01</td><td>0.75 (about 1 time a second)</td></tr></tbody></table>

***

### HiddenOcclusion

| Setting                                      | What it Does                                                                                                                                                          |
| -------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Use on Hidden Scaling                        | Enables scaling response when the actor is hidden/occluded                                                                                                            |
| Check Actor is Hidden                        | Queries whether the actor's `bHidden` flag is set                                                                                                                     |
| Check Actor is Hidden Allow on Listen Server | Opts the Listen Server into Actor Visibility Checks                                                                                                                   |
| Check Occlusion                              | Uses an Occlusion System to detect if the actor is behind something.                                                                                                  |
| Check Occlusion Allow on Listen server       | Opts the Listen server into Occlusion Checks                                                                                                                          |
| On Hidden Scaling                            | The tier applies when hidden: Distance 0.0 Out Value 0.01 check interval 0.05s. Scales down hidden actors but checks frequently so they come back fast when revealed. |

### AngleCulling

| Setting                              | What it Does                                                                                                                                                                                               |
| ------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Use Angle Culling                    | Toggle                                                                                                                                                                                                     |
| Angle Culling allow on Listen Server | Opts the Listen server in to the Angle Culling                                                                                                                                                             |
| Max Half Angle                       | <p>The max angle between the player camera's forward vector and the direction to the actor. <br><br>(e.g., if the actor is more than 65 degrees off from where the camera is looking, it gets culled.)</p> |
| Angle Stating on Cull                | This tier gets applied when  it fails the angle check (its angle from the player camera is higher than the given max half angle)                                                                           |


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