# Making Occlusion Culling Frame Perfect

**URL:** <https://forums.unrealengine.com/t/making-occlusion-culling-frame-perfect/477224>\
**Category:** Rendering\
**Tags:** occlusion-culling, unreal-engine, question\
**Created:** [January 14, 2021, 12:31am UTC](https://forums.unrealengine.com/t/making-occlusion-culling-frame-perfect/477224 "2021-01-14T00:31:19Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Mikiok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mikiok](https://forums.unrealengine.com/u/Mikiok)\
**Post date:** [January 14, 2021, 12:31am UTC](https://forums.unrealengine.com/t/making-occlusion-culling-frame-perfect/477224/1 "2021-01-14T00:31:19Z")

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I’m currently working on a project with uses unreal engine more as offline renderer then a game engine and most things work fine but i’m struggling with making occlusion culling work. The Problem is that whenever i change my camera i get one frame of lag. In that frame many objects that should be visible are still culled.  
I already saw this answer [Occlusion culling one frame lag - Rendering - Unreal Engine Forums](https://answers.unrealengine.com/questions/255400/occlusion-culling-one-frame-lag-1.html)  
but it dosent halp me to much becouse missing object make temporal anitaliasing and raytracing stabilize for ever. I tried turning off occlusion completly and it helps but depending on the scene can be to expensive to use.

So my question is: Is there a way to make occlusion work perfectly on camera cuts/jumps?

PS. It wouldnt metter if initial frame after jump was twice as expensive or lag a bit.
