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* This avoids GPU under-utilization in scenes where a very large number of individual occlusion queries is issued * Possible r.SceneDepthHZBAsyncCompute values: * 0: Don't use async compute (default) * 1: Use async compute, start as soon as possible * 2: Use async compute, start after ComputeLightGrid.CompactLinks pass #preflight 636c555f7c2b5051903a24ca #rb Graham.Wihlidal [CL 23072519 by yuriy odonnell in ue5-main branch]