Occluded primitives on android is never >0

I used recomputed visibility volume and added r.ShowPrecomputedVisibilityCells=1 to DefaultEngine.ini but occluded primitives parameter is always 0 not greater.

Hi Saeedc,

When using precomputed visibility you will also want to make sure that you’ve build lighting for the scene since this is a requirement of using precomptued visibility.

When testing if occlusion is working from the editor use the stat command “Stat InitViews” in PIE or a standalone game for the most reliable stats.

Pay attention to the stats for:

  • Statically Occluded Primitives: This shows how many primitives were determined invisible by precomputed visibility after frustum culling took place. This will only be visible when the camera view is inside a visibility cell.

  • Occluded Primitives: This shows how many primitives were determined invisible by both precomputed visibility and the dynamic occlusion system.

  • Decompress Occlusion: This shows how much time was spent decompressing precomputed visibility. Large volumes or smaller cell sizes can increase the memory used which will affect the time it takes to decompress.