r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.HZB
VarUnreal Engine Var console variable.
rLumenScreenProbeGatherShortRangeAOHorizonSearchHZB
Description
Whether to use the Hierarchical ZBuffer instead of SceneDepth for occlusion. HZB is slightly faster to sample, especially with a larger AO radius, but loses detail on grass and thin occluders since it is half res depth.
Usage
r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.HZB [value]Set via the console (~) or in DefaultEngine.ini / DefaultGame.ini.

