Quantization can be controlled via r.DynamicRes.UpperBoundQuantization, which specifies the number of steps. The step size is given by (MaxScreenPercentage-MinScreenPercentage)/UpperBoundQuantization. Set this to 0 to disable.
Only recommended for use with the transient allocator (on supported platforms) with a large transient texture cache (e.g RHI.TransientAllocator.TextureCacheSize=512). A rule-of-thumb for cache size is 32 * r.DynamicRes.UpperBoundQuantization.
#rb guillaume.abadie
[CL 21585061 by ben woodhouse in ue5-main branch]
Updated ACESOutputTransformsRGBD65 so ACESOutputTransformsRGBD65(0.18)=0.18, just like FilmToneMap does. This helped to get similar brightness between these 2 tonemappers and should be useful for people who would like to use ACES, even in SDR.
#rb eric.renaudhoude rod.bogart
#preflight 630652115366f61a42c3fbe7
#jira UE-151467
[CL 21559813 by benjamin rouveyrol in ue5-main branch]
r.Mobile.ShadingModelsMask can be used to mask out specific shading models on mobile platforms.
Masked shading models will fallback to DefaultLit
[CL 21540496 by dmitriy dyomin in ue5-main branch]
- Saves ~0.3ms on PS4/XB1 (Dynres = 100%).
-Add possibility to disable grass velocity output when WPO velocity is enable (only effective when r.velocity.enablevertexdeformation != 0 and r.OptimizedWPO = true)
#rb [at]jeremy.moore
[CL 21524947 by serge bernier in ue5-main branch]
Focus started on GenerateMips and AddClearUAVPass.
#jira none
#rb mihnea.balta
#preflight 62fe768d200ff87e07c5e1ad
[CL 21448320 by christopher waters in ue5-main branch]
The compiler on some platforms doesn't do this automatically.
#preflight 62fbe4c8cf7afa018bac3a67
#rb david.harvey
#ROBOMERGE-OWNER: nuno.leiria
#ROBOMERGE-AUTHOR: nuno.leiria
#ROBOMERGE-SOURCE: CL 21439197 via CL 21439204 via CL 21439208 via CL 21439325 via CL 21439330
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v981-21435820)
[CL 21439833 by nuno leiria in ue5-main branch]
The implementation extends the existing FThreadIdleStats to track critical path vs non-critical path waits for a thread.
The cvar r.RenderThreadTimeIncludesDependentWaits forces the main renderthread stat to use the new behavior, but this is disabled by default for historical tracking reasons.
#rb Nuno Leiria
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 21386702 via CL 21387159 via CL 21387356 via CL 21391039 via CL 21391830
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)
[CL 21394348 by ben woodhouse in ue5-main branch]
Uniform Buffer struct initializing now just use a global resource/sampler to instead of calling the getter function.
Adding bindless support to FShaderResourceParameter.
#jira UE-139616
#rb yuriy.odonnell
#preflight 62d9da7fd54af4b9a222d9c5
[CL 21273494 by christopher waters in ue5-main branch]
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 21198085 via CL 21198090 via CL 21198094
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21198504 by arne schober in ue5-main branch]