Wondering why nobody seems to be using the pre-computed visibility volumes?

Alot of levels don’t seem to be using them now, just wondering on what the reason may be?

They are mostly used for mobile development, afaik.

Yeah, I was thinking perhaps the optimizations weren’t needed as much today, as Unreal Tournament and other levels aren’t really using them.

I know it was used back in the day with UDK, such as in this documentation:
https://udn.epicgames.com/Three/PrecomputedVisibility.html

It may even be related to the limitations listed on that page, that or people just aren’t focusing on certain optimizations.

I didn’t even think of the mobile platform.

Thanks!

Precomputed visibility is an optimization for mobile. Your computer/console can typically handle doing its own culling on the fly.

I didn’t know it was more for mobile when I was first using UDK, I see the documentation lists the August 2010 QA and mobile platform being primary benefit and also lists console, the old tutorials and documentation online shows it being used with some old Unreal Tournament 3 content, it was on PC, PS3, and Xbox360

But Unreal Tournament 3 was back in 2007.

I did see a guy use it for the Apple iPad version of a downloadable Epic Citadel so that would make sense.

And information like here and I think a 3D Buzz or 3D Motive may have been ones I saw in which I began using pre-computed visibility eversince then, this is the Epic Citadel one I believe it has The Sword and Shield sign which is recognizable:
https://www.youtube.com/watch?v=–kqrM-vuDM

I rechecked the documentation, I’m glad you’re right, so now I don’t need to really think about it that much for future levels not on those platforms.

Thanks!

But still, wouldn’t there be a benefit on Desktop as well? Something to be gained from this process?