# Is it possible to disable occlusion and lighting?

**URL:** <https://forums.unrealengine.com/t/is-it-possible-to-disable-occlusion-and-lighting/374589>\
**Category:** Rendering\
**Tags:** occlusion, disable-rendering, unreal-engine, Lighting, question\
**Created:** [October 27, 2016, 5:38am UTC](https://forums.unrealengine.com/t/is-it-possible-to-disable-occlusion-and-lighting/374589 "2016-10-27T05:38:00Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![NoobsDeSroobs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NoobsDeSroobs](https://forums.unrealengine.com/u/NoobsDeSroobs)\
**Post date:** [October 27, 2016, 5:38am UTC](https://forums.unrealengine.com/t/is-it-possible-to-disable-occlusion-and-lighting/374589/1 "2016-10-27T05:38:00Z")

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Hi,

I am trying to render a lot of simple arrows. They are basically pyramids with a very basic material.  
As of now the three big time sinks are the base pass, occlusion and non shadowed lights.  
I need to find out how far I can push UE4 and thus I need to remove all unnecessary time sinks.

[http://puu.sh/rX4rO/54fec5ba7c.png](http://puu.sh/rX4rO/54fec5ba7c.png)

As you can see, the sinks are quite distinct.

Thank you for any light you can shed on this.

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [October 27, 2016, 3:53pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-disable-occlusion-and-lighting/374589/2 "2016-10-27T15:53:33Z")

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Hi NoobsDeSroobs,

This is a pretty good article that I stumbled across recently that may help benefit you as well: [The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan C](http://www.gamasutra.com/blogs/LeszekGodlewski/20160721/272886/The_Vanishing_of_Milliseconds_Optimizing_the_UE4_renderer_for_Ethan_Carter_VR.php)

Non-Shadow Casting lights: We have a bug in right now that is possibly from when we did a rendering refactor where non-shadowed lights would still be considered. It’s being tracked with UE-35747.

Occlusion queries can be disabled by using the command r.AllowOcclusionQueries 0 to disable or go to the project settings \> Rendering \> Occlusion Culling. This only disables dynamic occlusion, but not visibility culling from the view frustum.

-Tim
