I have set up precomputed visibility for my level, everything seems to be working fine in editor as well as in PIE I see the statically occluded primitives, I get no warnings about camera being outside of precomputed area etc. However once I build for mobile or I run the level in mobile PIE the precomputed visibility is not working and all I get is culling from frustum.
Hi sHTiF,
I’ve got a simple test project I’m going to attach here for you test with. Everything I see here is working as intended.
In this scene you can use the following cvars and stats renderings to see the statically occluded primitives being removed. Access these on the device by tapping 4 fingers on the screen to bring up the console window.
- ShowFlag.PrecomputedVisibilityCells 1 - This will enable the cell view for the PVCs in the scene.
- Stat InitViews: look for Statically Occluded Primitives.
- FreezeRendering to freeze any rendering of objects, but you can still move around the scene and see what’s going on if something is occluded as expected or not.
Move around the cells towards the wall and back and you’ll see it initialize when in the cells and in a cell that is not partly through the wall. To get better results you would want to lower the cell size value in the World Settings. This will make them more densely packed and get more accurate results, but at added precomputed visibility memory usage. You may also want to adjust the Visibility Aggressiveness to help occlude these primitives as well.
On my personal site here I’ve got some information here for setting up and using Precomputed Visibility Volumes. There may have been something that you missed that would help you out.
-Tim
Should it work on Mobile PIE as well because when I run your project nothing is being statically occluded in Mobile PIE
Even if I use FreezeRendering the boxes are rendered behind the wall, no matter where I position the camera.
Initially when I loaded my test project map I saw the same thing you did with not seeing the listing for Statically Occluded Primitives. However, when I entered the command for Stat Initviews to get rid of the stats and then re-entered to bring it back the listing was there which is pictured below. Subsequent PIE views did not show it as not being there.
Even though it wasn’t listing the occluded primitives listing on that first try I did see that Decompress Occlusion was working as intended for me. This at least indicated that the visibility cells were doing their job.