# Preview precomputed visibility

**URL:** <https://forums.unrealengine.com/t/preview-precomputed-visibility/349796>\
**Category:** Asset Creation\
**Tags:** precomputed-visibili, unreal-engine, question\
**Created:** [March 7, 2016, 12:02pm UTC](https://forums.unrealengine.com/t/preview-precomputed-visibility/349796 "2016-03-07T12:02:05Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![VrPrimeDev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@VrPrimeDev](https://forums.unrealengine.com/u/VrPrimeDev)\
**Post date:** [March 7, 2016, 12:02pm UTC](https://forums.unrealengine.com/t/preview-precomputed-visibility/349796/1 "2016-03-07T12:02:05Z")

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Hi,

I’m trying to preview the precomputed visibility cells so I know what he’s culling or not, but I can’t seem to do that in the engine. I remember using it with ue3, and I could have a viewport playing, and see the wireframe on another viewport appearing/disappearing. I have show precomputed visibility and I can see the cells on the level, but I can’t be sure if it’s working or not, because if I toggle wireframe, I can still see all the models as if no culling is happening.

Anyone has any pointers on what I’m doing wrong?

Thank you!

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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 9, 2016, 6:28pm UTC](https://forums.unrealengine.com/t/preview-precomputed-visibility/349796/2 "2016-03-09T18:28:00Z")

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Hi Esteves,

In UE3 I believe there was a view mode that you could use to see what was being occluded and not, but this hasn’t made it into UE4. Not sure if it will.

One trick I use for testing occlusion culling issues is the console command `FREEZERENDERING`. You can then use this to move around the level and see if you’re getting the results you would like with occlusion culling/precomputed visibility culling.

Also keep in mind that you can use the CVar for `Stat InitViews` to check if precomputed visibility is working as well. The UE3 documentation for Precomputed Visibility still applies here for what lines to check and what they mean.

I hope this helps.

Tim
