Why is the precomputed visibility volume not working?
It sounds like you might be misunderstanding how the Precomputed Visibility Volume works within the editor. To clarify, I grabbed a screenshot of the tooltip to help explain further.
It specifically says, "Displays a warning when no precomputed visibility data is available for the current camera location. This can be helpful if you are making a game that relies on precomputed visibility."
The primary benefits of precomputed visibility are for mobile platforms which don't support hardware occlusion queries, and to save rendering thread time in rendering thread bottlenecked scenarios like split screen on consoles. Precomputed visibility decreases rendering thread time in game at the cost of increasing runtime memory and lighting build time somewhat.
It saves rendering thread time by reducing the number of primitives that have to be handled by the dynamic occlusion system (hardware occlusion queries) and because it works immediately, while the dynamic occlusion system needs time to converge, which often means poor performance coming around a corner or rotating the view quickly. This technique is only useful for medium sized levels or smaller, as the memory and computation requirements grow with the level size. It is also only useful for games with mostly static environments, restricted player movement and somewhat 2d play areas.
Let me know if you have further questions or need additional assistance.
answered Jul 12 '16 at 08:09 PM
Upon further review, I was able to reproduce the effect you described and will attach this along with my findings to a bug report to be assessed. Thank you!
answered Jul 03 '14 at 01:49 PM
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