Change default value of r_noLightFrustums to 1 Frustum culling is too accurate when used with projection lights. It causes the light and shadow interactions of some entities to be culled even though the light is visibly illuminating the world around them.
Change default value of r_noLightFrustums to 1
Frustum culling is too accurate when used with projection lights. It causes the light and shadow interactions of some entities to be culled even though the light is visibly illuminating the world around them.

Frustum culling should have no effect on omni or directional lights because the light's frustum is the same as its worldBounds.

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