r.HZBOcclusion
r.HZBOcclusion is a console variable in Unreal Engine 5 (UE5). See what r.HZBOcclusion does, its values, and how to use this cvar in the Unreal console below.
Category: Renderer · Namespace:
rHelp
Defines which occlusion system is used. 0: Hardware occlusion queries 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results) 2: Force HZB occlusion system (overrides rendering platform preferences)
Usage
Unreal console (open with ~)
> r.HZBOcclusion 1Console variables take a value. Replace 1 with the setting you need. Run it with no value to print the current one.
Related in r
r.HLOD.DistanceOverrideScaleVarr.HLOD.DitherPauseTimeVarr.HLOD.ForceDisableCastDynamicShadowVarr.HLOD.ListUnbuiltCmdr.HLOD.MaximumLevelVarr.HZB.BuildUseComputeVarr.IncludeNonVirtualTexturedLightmapsVarr.IndirectLightingCacheVarr.InstanceCulling.AllowBatchedBuildRenderingCommandsVarr.InstanceCulling.AllowInstanceOrderPreservationVarr.InstanceCulling.OcclusionCullVarr.InvalidateCachedShadersCmd