BeginOcclusionTests Making Huge Draw Calls! Why?

Hi guys,
When I run my game in the editor (UE 5.4), and run STAT DrawCount in the console, I see a huge draw count that mainly comes from BeginOcclusionTests
Anybody know what this means? Is it related to the editor?

Hey @ackyshacky!

This is relatively old, but I don’t think it’s changed regarding Occlusion Culling. If you’re doing a lot of testing of the rendering process for optimization, this could also be helpful in other ways!

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Let us know if this gets you sorted or not! :slight_smile:

Thanks for your response on this.
So from this article, it seems that BeginOcclusionTests queries up the meshes that need to be occluded, and somehow synchronizes the call on the CPU and GPU.
So in my case, as the draw calls for BeginOcclusionTests is high, does this mean that there are just many meshes that are being queued up for occlusion?

As far as I can tell, no, it’s not queueing them up to be rendered, it’s testing every mesh within the camera bounds and determines whether or not to render it. So without these tests it would not know whether or not to cull something and then would have to render it by default (each frame). At least, that’s how I’m reading this (I could be wrong as it reads, as they say, “like stereo instructions”).

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I see…So for every mesh in the camera’s view, it makes a draw call for each material used in that mesh. So in my case, I guess the high count means that there are too many meshes with different materials being rendered by the camera.