RVT and full Depth Prepass

Use of Runtime Virtual Textures requires r.VirtualTextures to be enabled, so it requires a full Depth Prepass (due to FScene::ShouldForceFullDepthPass), but does it really?

If a project use RVT on a landscape (so, no streaming virtual textures on a lot of objects), the full prepass doesn’t seem really necessary.

What If I enable only occluders in this situation? It doesn’t seem to produce artifacts (landscape must be an occluder): maybe a few more tiles will be rendered due to missing misflagged big occluders.

This will be a performance win for platforms that do not (yet) support nanite

Hi Marco,

Yes if you want to make that change locally, it will probably be OK. You will need to be sure that you don’t have landscape holes which would use alpha masking.

Best regards,

Jeremy