# Occluded primitives on android is never \>0

**URL:** <https://forums.unrealengine.com/t/occluded-primitives-on-android-is-never-0/349699>\
**Category:** Mobile\
**Tags:** occlusion-culling, precomputed-visibili, unreal-engine, Android, UE4, question\
**Created:** [March 6, 2016, 12:18pm UTC](https://forums.unrealengine.com/t/occluded-primitives-on-android-is-never-0/349699 "2016-03-06T12:18:47Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_277c86b9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_277c86b9](https://forums.unrealengine.com/u/anonymous_user_277c86b9)\
**Post date:** [March 6, 2016, 12:18pm UTC](https://forums.unrealengine.com/t/occluded-primitives-on-android-is-never-0/349699/1 "2016-03-06T12:18:47Z")

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

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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:** [March 7, 2016, 3:03pm UTC](https://forums.unrealengine.com/t/occluded-primitives-on-android-is-never-0/349699/2 "2016-03-07T15:03:03Z")

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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.

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