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r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.HZB

Var

Unreal 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.