# \#precomputed-visibili

**URL:** https://forums.unrealengine.com/tag/precomputed-visibili/6308.md

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## [Precomputed Visibility Volume not building Data](https://forums.unrealengine.com/t/precomputed-visibility-volume-not-building-data/1882616)

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**Author:** [@Pebblebz](https://forums.unrealengine.com/u/Pebblebz)\
**Replies:** 1\
**Last updated:** [September 19, 2024, 1:51am UTC](https://forums.unrealengine.com/t/precomputed-visibility-volume-not-building-data/1882616 "2024-09-19T01:51:29Z")

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I cannot get precomputed visibility to work. I have tried on multiple projects. I must be missing something, but after looking through the docs and multiple forums nothing is working. Precomputed visibility is on My …

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## [Question about Culling and VR](https://forums.unrealengine.com/t/question-about-culling-and-vr/480909)

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**Author:** [@BioMedKUL](https://forums.unrealengine.com/u/BioMedKUL)\
**Replies:** 6\
**Last updated:** [April 21, 2021, 7:13am UTC](https://forums.unrealengine.com/t/question-about-culling-and-vr/480909 "2021-04-21T07:13:13Z")

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I read in a presentation from the devs of robo recall unplugged that Occlusion Queries and precomputed visibility do not work together. Does anyone know if it would be a problem to enable Round Robin Occlusion Queries i…

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## [Wondering why nobody seems to be using the pre-computed visibility volumes?](https://forums.unrealengine.com/t/wondering-why-nobody-seems-to-be-using-the-pre-computed-visibility-volumes/305623)

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**Author:** [@KnightTechDev](https://forums.unrealengine.com/u/KnightTechDev)\
**Replies:** 5\
**Last updated:** [January 31, 2020, 10:03pm UTC](https://forums.unrealengine.com/t/wondering-why-nobody-seems-to-be-using-the-pre-computed-visibility-volumes/305623 "2020-01-31T22:03:33Z")

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

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## [Precomputed visibility not working in iOS build](https://forums.unrealengine.com/t/precomputed-visibility-not-working-in-ios-build/455192)

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**Author:** [@Bernessas](https://forums.unrealengine.com/u/Bernessas)\
**Replies:** 0\
**Last updated:** [September 11, 2019, 2:18pm UTC](https://forums.unrealengine.com/t/precomputed-visibility-not-working-in-ios-build/455192 "2019-09-11T14:18:33Z")

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Hi. I am using Unreal 4.23 a the moment but I had this issue from .22. I built and released a project on Android. All precomputed visibility works fine on PC, Android and mostly on Mac, but for the life of me, I can no…

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## [Improve Performance in Frustum Angle](https://forums.unrealengine.com/t/improve-performance-in-frustum-angle/448008)

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**Author:** [@terzut](https://forums.unrealengine.com/u/terzut)\
**Replies:** 2\
**Last updated:** [May 1, 2019, 11:12am UTC](https://forums.unrealengine.com/t/improve-performance-in-frustum-angle/448008 "2019-05-01T11:12:05Z")

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Hello and thanks for your time, I have a problem with my GPU Rendering. My Level containing 100.000+ Actors/Meshes which are from the start in Frustum angle. But only ~400 need to be visible, 2 objects each ~200 child…

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## [Incorrect precomputed visibility data](https://forums.unrealengine.com/t/incorrect-precomputed-visibility-data/431753)

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**Author:** [@anonymous\_user\_c51892cb](https://forums.unrealengine.com/u/anonymous_user_c51892cb)\
**Replies:** 0\
**Last updated:** [August 16, 2018, 10:33am UTC](https://forums.unrealengine.com/t/incorrect-precomputed-visibility-data/431753 "2018-08-16T10:33:02Z")

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Hi, my scene consists of a floor on top of which there is a cube wall and a sphere behind the wall. I build the lighting and get the precomputed visibility data. I am running in Debug Editor mode so that I can inspect al…

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## [How to find visible triangles of a static mesh?](https://forums.unrealengine.com/t/how-to-find-visible-triangles-of-a-static-mesh/431121)

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**Author:** [@anonymous\_user\_c51892cb](https://forums.unrealengine.com/u/anonymous_user_c51892cb)\
**Replies:** 0\
**Last updated:** [August 7, 2018, 5:46am UTC](https://forums.unrealengine.com/t/how-to-find-visible-triangles-of-a-static-mesh/431121 "2018-08-07T05:46:29Z")

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Hi, I understand how precomputed visibility data is used to do occlusion culling. In that case, it gives the meshes which are visible. I want to know the visible triangle faces in those visible meshes. Once I get the tri…

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## [get console command values](https://forums.unrealengine.com/t/get-console-command-values/427445)

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**Author:** [@ez.e](https://forums.unrealengine.com/u/ez.e)\
**Replies:** 2\
**Last updated:** [June 15, 2018, 8:30pm UTC](https://forums.unrealengine.com/t/get-console-command-values/427445 "2018-06-15T20:30:07Z")

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hi there again, i am currently working on a vr project and the debugging is a pain in the ■■■■. i use ‘stat memory’ to check some values, but this log is complete messed up and i cant get something useful. now i tried t…

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## [How to set up precomputed visibility](https://forums.unrealengine.com/t/how-to-set-up-precomputed-visibility/405163)

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**Author:** [@jawoods141](https://forums.unrealengine.com/u/jawoods141)\
**Replies:** 1\
**Last updated:** [February 22, 2018, 4:17am UTC](https://forums.unrealengine.com/t/how-to-set-up-precomputed-visibility/405163 "2018-02-22T04:17:49Z")

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Hi guys! I am trying to find information on Precomputed Visibility. I am having trouble finding information about it. I have it turned on in my level and I do have a PrecomputedVisibility Volume in the level. How do I…

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## [How important are lod s in case of performance?](https://forums.unrealengine.com/t/how-important-are-lod-s-in-case-of-performance/293531)

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**Author:** [@Gygoracdes\_1](https://forums.unrealengine.com/u/Gygoracdes_1)\
**Replies:** 4\
**Last updated:** [October 31, 2017, 11:57am UTC](https://forums.unrealengine.com/t/how-important-are-lod-s-in-case-of-performance/293531 "2017-10-31T11:57:02Z")

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How much performance can I save with lods? Is there a quik answer? What is Base and auto lod? Does Ue4 only have precomputed visibility it is the same as occlusion culling in unity? Greetings

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## [Level Streaming disables precomputed visibility culling](https://forums.unrealengine.com/t/level-streaming-disables-precomputed-visibility-culling/397689)

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**Author:** [@Fairlightish](https://forums.unrealengine.com/u/Fairlightish)\
**Replies:** 0\
**Last updated:** [July 20, 2017, 2:33pm UTC](https://forums.unrealengine.com/t/level-streaming-disables-precomputed-visibility-culling/397689 "2017-07-20T14:33:01Z")

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I am currently working on Android game so Precomputed Visiblity is a must to have a decent amount of draw call. I switched map loading system to streaming levels instead of “open map\_name” to have loading screen between …

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## [Precomputed visibility breaks when editing the dimentions](https://forums.unrealengine.com/t/precomputed-visibility-breaks-when-editing-the-dimentions/398875)

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**Author:** [@anonymous\_user\_128d48a2](https://forums.unrealengine.com/u/anonymous_user_128d48a2)\
**Replies:** 3\
**Last updated:** [July 5, 2017, 9:21pm UTC](https://forums.unrealengine.com/t/precomputed-visibility-breaks-when-editing-the-dimentions/398875 "2017-07-05T21:21:39Z")

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Bump, I am still having issues with this, cheers.

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## [Precomputed visibility](https://forums.unrealengine.com/t/precomputed-visibility/356292)

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**Author:** [@anonymous\_user\_c94f194d](https://forums.unrealengine.com/u/anonymous_user_c94f194d)\
**Replies:** 9\
**Last updated:** [December 9, 2016, 9:02am UTC](https://forums.unrealengine.com/t/precomputed-visibility/356292 "2016-12-09T09:02:45Z")

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It seems that landscape does not occlude anything with precomputed visibility. This is major problem in outdoor levels. Is this bug or planned feature? Could there be option to allow landscape to contribute to occlusion? …

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## [Lightmass fails when precomputed visibility is enabled](https://forums.unrealengine.com/t/lightmass-fails-when-precomputed-visibility-is-enabled/372855)

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**Author:** [@Envieous](https://forums.unrealengine.com/u/Envieous)\
**Replies:** 0\
**Last updated:** [October 10, 2016, 12:58pm UTC](https://forums.unrealengine.com/t/lightmass-fails-when-precomputed-visibility-is-enabled/372855 "2016-10-10T12:58:14Z")

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When I attempt to compile my Unreal Tournament level with precomputed visibility enabled the build process does not complete. System specifications: AMD 9370 AMD R9 290X 24GB RAM Precompute lighting settings are def…

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## [Precomputed visibility cell question](https://forums.unrealengine.com/t/precomputed-visibility-cell-question/369085)

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**Author:** [@byelove](https://forums.unrealengine.com/u/byelove)\
**Replies:** 5\
**Last updated:** [September 5, 2016, 4:19am UTC](https://forums.unrealengine.com/t/precomputed-visibility-cell-question/369085 "2016-09-05T04:19:42Z")

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I applied precomputed visibility to my project. Does precomputed visibility work when camera is in the precomputed visibility cell? If camera is out of precomputed visibility cell, Doesn’t work precomputed visibility? …

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## [Precomputed Visibility](https://forums.unrealengine.com/t/precomputed-visibility/369106)

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**Author:** [@SETEvoy94](https://forums.unrealengine.com/u/SETEvoy94)\
**Replies:** 2\
**Last updated:** [September 3, 2016, 7:23am UTC](https://forums.unrealengine.com/t/precomputed-visibility/369106 "2016-09-03T07:23:07Z")

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The Occluded primitives has the same value as Statically occluded primitives in Stat Initviews command. But when I use FreezeRendering in Mobile PIE and flying arouind with camera the objects disappear. Is it just Stat I…

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## [How do I use precomputed visibility volume in a distance from the ground?](https://forums.unrealengine.com/t/how-do-i-use-precomputed-visibility-volume-in-a-distance-from-the-ground/368488)

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**Author:** [@anonymous\_user\_277c86b9](https://forums.unrealengine.com/u/anonymous_user_277c86b9)\
**Replies:** 0\
**Last updated:** [August 28, 2016, 12:23am UTC](https://forums.unrealengine.com/t/how-do-i-use-precomputed-visibility-volume-in-a-distance-from-the-ground/368488 "2016-08-28T00:23:53Z")

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I noticed that precomputed visibility volume only works when there is something as a floor. for two different situation in my game there is no floor. when my character flies and when camera view is top down. I know fo…

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## [Occlusion Culling doesn't work](https://forums.unrealengine.com/t/occlusion-culling-doesnt-work/365087)

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**Author:** [@wARmAcH1n3](https://forums.unrealengine.com/u/wARmAcH1n3)\
**Replies:** 4\
**Last updated:** [July 27, 2016, 2:54pm UTC](https://forums.unrealengine.com/t/occlusion-culling-doesnt-work/365087 "2016-07-27T14:54:46Z")

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I made in the Shootergame example project (a new map) a landscape with a dungeon, now if I’m standing outside and look into the direction of the dungeon I get low fps even I don’t see the dungeon because it is fully conc…

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## [\[BUG\] Precomputed Visibility Warning \[4.5 Preview\]](https://forums.unrealengine.com/t/bug-precomputed-visibility-warning-4-5-preview/295246)

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**Author:** [@Kenomica](https://forums.unrealengine.com/u/Kenomica)\
**Replies:** 8\
**Last updated:** [July 11, 2016, 5:24pm UTC](https://forums.unrealengine.com/t/bug-precomputed-visibility-warning-4-5-preview/295246 "2016-07-11T17:24:49Z")

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The engine crashes and the project no longer opens when “Show No Precomputed Visibility Warning” The solution is to find DefaultEngine.ini and set this to FALSE

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## [HLOD screws up precomputed visability](https://forums.unrealengine.com/t/hlod-screws-up-precomputed-visability/362336)

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**Author:** [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Replies:** 1\
**Last updated:** [July 6, 2016, 8:01pm UTC](https://forums.unrealengine.com/t/hlod-screws-up-precomputed-visability/362336 "2016-07-06T20:01:49Z")

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HLODs are screwing up my precomputed visablity… for example… windows… transparent things… They get added to the hlod as a solid mesh no transparency… fine… i dont care cause its so far. But now when i get in close… its t…

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## [Precomputed visiblity only stuck at 99.88%](https://forums.unrealengine.com/t/precomputed-visiblity-only-stuck-at-99-88/353649)

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**Author:** [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Replies:** 10\
**Last updated:** [April 26, 2016, 5:21pm UTC](https://forums.unrealengine.com/t/precomputed-visiblity-only-stuck-at-99-88/353649 "2016-04-26T17:21:40Z")

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Precomputed visiblity only stuck at 99.88% Any idea why? It had built correctly previously last week… no changes to the map other then a change brightness in a material. Maybe some max distance culling values added to s…

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## [Precomputed visibility not working on Mobile/MobilePIE](https://forums.unrealengine.com/t/precomputed-visibility-not-working-on-mobile-mobilepie/354458)

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**Author:** [@sHTiF](https://forums.unrealengine.com/u/sHTiF)\
**Replies:** 3\
**Last updated:** [April 26, 2016, 2:04pm UTC](https://forums.unrealengine.com/t/precomputed-visibility-not-working-on-mobile-mobilepie/354458 "2016-04-26T14:04:14Z")

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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 are…

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## [Lightmass stuck at 99.98 % again](https://forums.unrealengine.com/t/lightmass-stuck-at-99-98-again/355403)

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**Author:** [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Replies:** 1\
**Last updated:** [April 25, 2016, 2:00pm UTC](https://forums.unrealengine.com/t/lightmass-stuck-at-99-98-again/355403 "2016-04-25T14:00:57Z")

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It messed up again. It is doing this often. Im starting to think its related to my third computer through swarm doing a build with the rest. For some reason it doesnt even go through the blue bars… just orange, and then…

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## [Question about LOD for sections of a map and doing light / precomputed visibility](https://forums.unrealengine.com/t/question-about-lod-for-sections-of-a-map-and-doing-light-precomputed-visibility/344108)

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**Author:** [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Replies:** 15\
**Last updated:** [March 15, 2016, 2:27pm UTC](https://forums.unrealengine.com/t/question-about-lod-for-sections-of-a-map-and-doing-light-precomputed-visibility/344108 "2016-03-15T14:27:50Z")

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Right now I have a modular set up for my map. Lots of stuff in view at the same time so to lower draw calls i am creating large merged versions with simplygon with much less polys… What i do is make that low res model ap…

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## [How do i stop an object from being counted in the precomputed static visibility?](https://forums.unrealengine.com/t/how-do-i-stop-an-object-from-being-counted-in-the-precomputed-static-visibility/349723)

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**Author:** [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Replies:** 1\
**Last updated:** [March 15, 2016, 2:24pm UTC](https://forums.unrealengine.com/t/how-do-i-stop-an-object-from-being-counted-in-the-precomputed-static-visibility/349723 "2016-03-15T14:24:04Z")

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How do i stop an object from being counted in the precomputed static visibility? I found how to stop the object from being occluded by setting it to “treat as background” but it still actually blocks other models which i…

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## [precomputed visibility cell height](https://forums.unrealengine.com/t/precomputed-visibility-cell-height/350157)

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**Author:** [@Tacopancho](https://forums.unrealengine.com/u/Tacopancho)\
**Replies:** 2\
**Last updated:** [March 11, 2016, 12:55pm UTC](https://forums.unrealengine.com/t/precomputed-visibility-cell-height/350157 "2016-03-11T12:55:00Z")

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hello, wanted to know if you can change the height of precomputed visibility´s cells because they are too low for my character and doesnt apply to my camera , I tried changing the value of " playareaheight " from the lig…

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## [Preview precomputed visibility](https://forums.unrealengine.com/t/preview-precomputed-visibility/349796)

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**Author:** [@VrPrimeDev](https://forums.unrealengine.com/u/VrPrimeDev)\
**Replies:** 1\
**Last updated:** [March 9, 2016, 6:28pm UTC](https://forums.unrealengine.com/t/preview-precomputed-visibility/349796 "2016-03-09T18:28:00Z")

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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 wi…

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## [Occluded primitives on android is never \>0](https://forums.unrealengine.com/t/occluded-primitives-on-android-is-never-0/349699)

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**Author:** [@anonymous\_user\_277c86b9](https://forums.unrealengine.com/u/anonymous_user_277c86b9)\
**Replies:** 1\
**Last updated:** [March 7, 2016, 3:03pm UTC](https://forums.unrealengine.com/t/occluded-primitives-on-android-is-never-0/349699 "2016-03-07T15:03:03Z")

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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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## [What Exactly is Precomputed Visibility Vol and How to use It?](https://forums.unrealengine.com/t/what-exactly-is-precomputed-visibility-vol-and-how-to-use-it/340074)

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**Author:** [@AmareshB](https://forums.unrealengine.com/u/AmareshB)\
**Replies:** 0\
**Last updated:** [November 30, 2015, 3:03am UTC](https://forums.unrealengine.com/t/what-exactly-is-precomputed-visibility-vol-and-how-to-use-it/340074 "2015-11-30T03:03:07Z")

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Hey Guys, I’ve been working on a top down strategy game for mobile devices. And I’ve been looking for options to optimize my scene in whatever way possible before moving onto the profiling stage, as it seems that my gam…

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## [Is there anyway to build just visibility and culling instead of lighting?](https://forums.unrealengine.com/t/is-there-anyway-to-build-just-visibility-and-culling-instead-of-lighting/339127)

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**Author:** [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Replies:** 0\
**Last updated:** [November 20, 2015, 1:26pm UTC](https://forums.unrealengine.com/t/is-there-anyway-to-build-just-visibility-and-culling-instead-of-lighting/339127 "2015-11-20T13:26:40Z")

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Is there anyway to build just visibility and culling instead of lighting? I just need to test performance and culling, but build always runs lightmass and forces me to render everything… again…

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