[FYI] dan.elksnitis
Original CL Desc
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[shaders] modify FShaderCode finalize to create a FSharedBuffer object, and modify all downstream uses of shader code to re-use this buffer (job cache, pushes to DDC, shader maps, and shader library). This reduces total amount of LLM tracked memory allocated at the end of a cold Lyra PS4 cook by about ~350MB; impact likely much larger for cooks of larger projects.
#rb Zousar.Shaker
#lockdown marc.audy
[CL 36440265 by dan elksnitis in 5.5 branch]
#rb Aaron.McLeran, Dan.Thompson
#jira UE-221450
[RN] Extend IAudioFormat to allow rejection of formats based on samplerate and channel count as well as call out hardware formats.
[CL 35665861 by jimmy smith in ue5-main branch]
Info is now stored in shader map in editor only data alongside platform data
Includes shader bump
#jira UE-218748
#rb dan.elksnitis
#tests local tests on Lyra cooking and DDC-Verify
[FYI] Zousar.Shaker
[CL 34906103 by tom holmes in ue5-main branch]
- currently only enabled when AutoSDK is configured (i.e. UE_SDKS_ROOT is set)
#jira UE-211151, UE-211152, UE-211153
#rb Josh.Adams, Wojciech.Krywult
[CL 34195340 by david harvey in ue5-main branch]
Supported in forward and deferred. It works without TAA but no denoising is done, so it looks much worse.
At the moment enabling SSR implies doing a depth prepass.
#jira UE-120565
#rb Dmitriy.Dyomin, Florin.Pascu
[CL 34127334 by florian penzkofer in ue5-main branch]
backing out because requires architectural work with determining playback sample rate.
[FYI] Dan.Thompson
Original CL Desc
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Resample audio files that have an unsupported sample rate when we do other resampling.
#jira UE-205071
#rb jimmy.smith
[CL 33907551 by dan thompson in ue5-main branch]
* New options:
- "Disabled" - will turn off cooking and running with ray tracing.
- "Inline" - will not compile any ray tracing material shaders and disable support for ray tracing shaders at runtime (saving time and memory) only inline passes will work.
- "Full" - will enable full support for any ray tracing pass using inline or material shaders.
* Set "Inline" as a default mode on those platforms.
* Made barycentrics the new default ray tracing visualization mode because it's supported in all modes.
#rb Krzysztof.Narkowicz, Yuriy.ODonnell
#tests project with different RayTracingMode configurations
[CL 33473937 by aleksander netzel in ue5-main branch]
Replaced with FTargetPlatformControlsBase/FTargetPlatformSettingsBase, TTargetPlatformControlsBase/TTargetPlatformSettingsBase and TNonDesktopTargetPlatformControlsBase
#jira UE-206488
#rb Josh.Adams
[CL 32151592 by florin pascu in ue5-main branch]
This limit is a hard limit on the size of a texture resource that will not crash the game
this is not a dimensional limit, or a heuristic limit to make small platform-friendly textures
rather this enforces the absolute limit of texture sizes that will not crash the runtime or fail to package
#rb fabian.giesen
#jira UE-203737, FORT-694622
[CL 31536312 by charles bloom in ue5-main branch]
[FYI] Florin.Pascu
Original CL Desc
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Common Code changes for TP refactor
#jira UE-200883
#rb Jack.Porter, Josh.Adams
[CL 31315641 by alex kahn in ue5-main branch]