AMID EVIL

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hybridial Sep 3, 2019 @ 1:15pm
Graphical glitches with occlusion culling (Video)
After asking a friend about it and showing him some gameplay he suggested it'd be helpful if I showed the devs the problem so they can understand whats happening better, so here it is, I hope it helps.

https://www.dropbox.com/s/j602mi4fgr4m55k/Amid%20Evil%20issues.flv?dl=0
Originally posted by [NeW]hunted:
Originally posted by hybridial:
Then why does it only seem to affect some people? My friend says he doesn't get it, and its not performance related because nothing I changed in the settings whatsoever helped with it. I've also never seen it in any other UE4 games I've played. I find it hard to believe that nothing can be done about it.
I was curious about this so I checked - I do see the same issue, but it's barely noticeable unless I limit the framerate very low.
30 limit makes it nearly as big a difference as in your video (depending on the skybox colour vs the walls).

Other than pure FPS limiting the size of the delayed pop-in pixels area, no amount of vsync/pre-render frames etc seemed to change it for me while occlusion culling is on.

It's definitely a UE4, just usually worked around by massively tweaking occlusion collision areas or putting dark 'curtain' type objects around rooms in levels with a lighter skybox so the flicker color matches the walls:
https://answers.unrealengine.com/questions/813659/occlusion-culling-laggy.html


Originally posted by hybridial:
Would there be any possibility of offering an option to turn the culling off with the disclaimer that it will affect performance? Its about the only option that might work for me at this point.

Try adding this to the end of Engine.ini in %localappdata%\AmidEvil\Saved\Config\WindowsNoEditor\

[/script/engine.renderersettings]
r.AllowOcclusionQueries=0


That eliminated seeing the issue for me, so hopefully it should work for you.
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Showing 1-8 of 8 comments
Leon  [developer] Sep 3, 2019 @ 8:14pm 
Yeah unfortunately there's nothing we can do about this. The engine is fairly aggressive with culling sometimes depending on the scene.
hybridial Sep 4, 2019 @ 3:08am 
Then why does it only seem to affect some people? My friend says he doesn't get it, and its not performance related because nothing I changed in the settings whatsoever helped with it. I've also never seen it in any other UE4 games I've played. I find it hard to believe that nothing can be done about it.
hybridial Sep 5, 2019 @ 11:07am 
Would there be any possibility of offering an option to turn the culling off with the disclaimer that it will affect performance? Its about the only option that might work for me at this point.
The author of this thread has indicated that this post answers the original topic.
[NeW]hunted Sep 17, 2019 @ 3:50am 
Originally posted by hybridial:
Then why does it only seem to affect some people? My friend says he doesn't get it, and its not performance related because nothing I changed in the settings whatsoever helped with it. I've also never seen it in any other UE4 games I've played. I find it hard to believe that nothing can be done about it.
I was curious about this so I checked - I do see the same issue, but it's barely noticeable unless I limit the framerate very low.
30 limit makes it nearly as big a difference as in your video (depending on the skybox colour vs the walls).

Other than pure FPS limiting the size of the delayed pop-in pixels area, no amount of vsync/pre-render frames etc seemed to change it for me while occlusion culling is on.

It's definitely a UE4, just usually worked around by massively tweaking occlusion collision areas or putting dark 'curtain' type objects around rooms in levels with a lighter skybox so the flicker color matches the walls:
https://answers.unrealengine.com/questions/813659/occlusion-culling-laggy.html


Originally posted by hybridial:
Would there be any possibility of offering an option to turn the culling off with the disclaimer that it will affect performance? Its about the only option that might work for me at this point.

Try adding this to the end of Engine.ini in %localappdata%\AmidEvil\Saved\Config\WindowsNoEditor\

[/script/engine.renderersettings]
r.AllowOcclusionQueries=0


That eliminated seeing the issue for me, so hopefully it should work for you.
hybridial Sep 17, 2019 @ 1:41pm 
Originally posted by NeWhunted:
Try adding this to the end of Engine.ini in %localappdata%\AmidEvil\Saved\Config\WindowsNoEditor\[/script/engine.renderersettings]
r.AllowOcclusionQueries=0


That eliminated seeing the issue for me, so hopefully it should work for you.

Thanks, that seems to have fixed it.
Get Squinkies Jul 16, 2020 @ 6:24pm 
HOLY SHOOT you saved my game @[NeW] whoever you are thank you. Devs, this fix worked for me to, my got it was madining. SO HAPPY!
Get Squinkies Jul 16, 2020 @ 6:24pm 
Originally posted by NeWhunted:
Originally posted by hybridial:
Then why does it only seem to affect some people? My friend says he doesn't get it, and its not performance related because nothing I changed in the settings whatsoever helped with it. I've also never seen it in any other UE4 games I've played. I find it hard to believe that nothing can be done about it.
I was curious about this so I checked - I do see the same issue, but it's barely noticeable unless I limit the framerate very low.
30 limit makes it nearly as big a difference as in your video (depending on the skybox colour vs the walls).

Other than pure FPS limiting the size of the delayed pop-in pixels area, no amount of vsync/pre-render frames etc seemed to change it for me while occlusion culling is on.

It's definitely a UE4, just usually worked around by massively tweaking occlusion collision areas or putting dark 'curtain' type objects around rooms in levels with a lighter skybox so the flicker color matches the walls:
https://answers.unrealengine.com/questions/813659/occlusion-culling-laggy.html


Originally posted by hybridial:
Would there be any possibility of offering an option to turn the culling off with the disclaimer that it will affect performance? Its about the only option that might work for me at this point.

Try adding this to the end of Engine.ini in %localappdata%\AmidEvil\Saved\Config\WindowsNoEditor\[/script/engine.renderersettings]
r.AllowOcclusionQueries=0


That eliminated seeing the issue for me, so hopefully it should work for you.

It worked I love you.
DrR0Ck Mar 17 @ 9:16am 
I know this is an old post, but I was pulling my hair out trying to figure out what was happening here. This ini setting definitely resolves the issue. I think this should be a default setting for the game. No idea as to the overall performance impact, but after a brief test, it seems to be minimal for me. Thanks to @[NeW]hunted for the fix!
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