RVT only primitives are being pushed through the occlusion culling.
It would be more efficient to not do that.
In a project where Virtual Texturing is enabled.
Make a new map and place a Runtime Virtual Texture Volume lined to an existing Runtime Virtual Texture asset.
Place a cube and set it to render to the Runtimve Virtual Texture and to Never render in main pass. When not selected, the cube should no longer be visible in the main viewport.
Place a plane in between the camera and the cube to cull it.
This project has been prebuilt as [Link Removed]
Do "r.VisualizeOccludedPrimitives 1" on the console.
This shows the outline of any objects that have occlusion queries and are rejected (because they are behind the plane).
The bug is that we are seeing the outline of the cube that writes to the RVT (indicating that it has created an unwanted occlusion query.) When the bug is fixed this outline won't show.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-111801 in the post.
2 |
Component | UE - Graphics Features |
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Affects Versions | 4.26 |
Target Fix | 4.27 |
Created | Mar 23, 2021 |
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Resolved | May 31, 2021 |
Updated | Dec 1, 2022 |