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).
- type:
Var
- help:
Defines which occlusion system is used.\n 0: Hardware occlusion queries\n 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results) 2: Force HZB occlusion system (overrides rendering platform preferences)
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]
- INI Section:
IOS DeviceProfile
- Raw value:
0
- Is Array:
False
#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