r.HZBOcclusion

r.HZBOcclusion

#Overview

name: r.HZBOcclusion

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:291, section: [IOS DeviceProfile]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp:94

Scope: file

Source code excerpt:

static int32 GHZBOcclusion = 0;
static FAutoConsoleVariableRef CVarHZBOcclusion(
	TEXT("r.HZBOcclusion"),
	GHZBOcclusion,
	TEXT("Defines which occlusion system is used.\n")
	TEXT(" 0: Hardware occlusion queries\n")
	TEXT(" 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results)")
	TEXT(" 2: Force HZB occlusion system (overrides rendering platform preferences)"),
	ECVF_RenderThreadSafe

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp:1138

Scope (from outer to inner):

file
function     void FDeferredShadingSceneRenderer::CommitFinalPipelineState

Source code excerpt:

		FamilyPipelineState.Set(&FFamilyPipelineState::bNanite, UseNanite(ShaderPlatform)); // TODO: Should this respect ViewFamily.EngineShowFlags.NaniteMeshes?

		static const auto ICVarHZBOcc = IConsoleManager::Get().FindConsoleVariable(TEXT("r.HZBOcclusion"));
		FamilyPipelineState.Set(&FFamilyPipelineState::bHZBOcclusion, ICVarHZBOcc->GetInt() != 0);	
	}

	CommitIndirectLightingState();

	// Views pipeline states