[Closed] Occlusion culling one frame lag
There seams to be a one frame lag between the moment when a static mesh becomes unoccluded and when it begins being rendered.
The problem disappears when occlusion culling is disabled in project settings (obviously). It also can be minimized with bounds scaling, but values have to be quite high (above 5.0).
There's also a similar issue when traversing the level in editor. Sometimes a mesh does not render until you move the camera.
What could be causing this issue?
EDIT: Attached example project for UE 4.8.0 (Culling.zip)
The question has been closed Jul 09 '15 at 04:57 PM by Ben Halliday for the following reason:
The question is answered, right answer was accepted
There is a couple of options to try that you may or may not have explored. I used your test scene as a base for any settings I mention below.
Enabling HZB Occlusion will likely provide the better result for you without the need for tweaking bounds scales for any meshes that are causing issues. In your test scene, simply enabling HZB occlusion solves the issue. There is the occasional pop-in from the corners if moving the camera really fast, but it's not as noticeable as before. On the other hand, if it's only a few meshes that are causing issue then I would suggest adjusting just those meshes bound scales slightly until they do not pop-in like so.
I hope this helps and if you have any questions feel free to let me know.
answered Jul 09 '15 at 04:57 PM
can you check the console command r.OneFrameThreadLag ? Its set to 1 by default and controls the synchronization of the game with the render thread. Try with a setting of 0.
answered Jul 09 '15 at 04:56 PM
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