I got a request and a GIFT to share this time.
UPDATE: I find that sticking Invisible Occluder Blocks right behind the camera helps partially solve this issue. The game still seems to hate having to render characters partially if parts go “offscreen”. But there’s no frame drop.
Request: Is there a way to prevent characters from appearing into view until they are fully past the camera’s Global Z axis? Having NPCs and Enemies standing both behind and in front of where the camera is slows down the frame rate a lot.
Speaking of this issue, subdividing a big wall and splitting the polygons into separate meshes will prevent the game from dropping its framerate. But a one piece big solid wall will slow down the frame rate a lot if that wall starts going towards and past the camera.