This adjusts a function added in CL 22676675 to fix the issue introduced by 22635797 also in the case of DPI scaling.
#jira UE-174854
#preflight 641d6629c44ce895fc8d3e78
[CL 24834014 by sebastian arleryd in ue5-main branch]
This CL address only user-facing part, i.e. Property field, view modes, tool tips, ...) mentioning Strata. All internal (host code, shaders code, CVars) still contains the 'Strata' name.
#rb sebastien.hillaire
#jira UE-175169
#preflight 63f4db68cf37615300e71db5
#lockdown juan.canada
[CL 24350396 by charles derousiers in ue5-main branch]
* Add adaptive RT material payload for Strata.
* Centralize all Strata settings in RenderCore/RenderUtils.h to ensure consistency
#rb chris.kulla
#jira none
#preflight 63d43bcff626715201a0ed1d
[FYI] sebastien.hillaire
[CL 23923301 by charles derousiers in ue5-main branch]
* Unify most groom debug rendering to go through view more rather than CVars
#rb none
#jira none
#preflight 63909a4b0d013d47ef1cee7e
[CL 23427771 by Charles deRousiers in ue5-main branch]
This gives direct access to all Strata view mode, which helps with discoverability.
All strata view mode are also available with CVar: r.Strata.ViewMode
#rb none
#jira none
#preflight 635a22c68d56375d45d65e15
#fyi sebastien.hillaire
[CL 22806075 by Charles deRousiers in ue5-main branch]
This regressed from CL# 22635797 as STransformViewportToolBar would now auto-width rather than shrink. To workaround this while keeping "LevelViewportToolBar.MiddleExtension" we now calculate a max width for the slot containing STransformViewportToolBar that allows it to shrink when the toolbar is wider than the current viewport.
#preflight 6351d255e6096564af2a171d
#rb Rex.Hill, Scott.Nelson
#rnx
[CL 22683648 by jamie dale in ue5-main branch]
Motivations:
1) Force compatibilty of third-party temporal upscalers with dyn-res
2) Allows multiple temporal upscaler plugins to live concurrently without collision on a single global
3) Reduce support overhead from licensee due to inconsistent internal rendering resolution across different temporal upscalers
Notes:
1) ITemporalUpscaler is now meant to be setup by the plugin's FSceneViewExtensionBase::BeginRenderViewFamily() that obeys the screen percentage driver;
2) The licensee's game user settings can just enable disable each plugin respectively based on their implementation specialization of ApplyNonResolutionSettings();
3) ITemporalUpscaler now has a lifetime tied to a FSceneViewFamily;
4) FSceneViewFamily offers a generic way to bind other data tied to its life time with FSceneViewFamily::GetOrCreateExtentionData() for instance for setting customise behavior of FSceneViewExtensionBase::BeginRenderViewFamily() before FRendererModule::BeginRenderingViewFamily().
#rb juan.canada
#jira UE-162184
#preflight 63337c4cd747fe52c81150a9
[CL 22224677 by guillaume abadie in ue5-main branch]
#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 21416158 via CL 21416163 via CL 21416174
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)
[CL 21418226 by lonnie li in ue5-main branch]
Added ViewportToolBarContext to permit use of FEditorViewportToolBarMenu widgets in LevelViewportToolBar panel extensions.
#rb lauren.barnes
#preflight 62b9bb3b5d29d0d10ab7f766
#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 20830641 via CL 20830674 via CL 20830679
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20833360 by lonnie li in ue5-main branch]
#rb Jason.Stasik
[FYI] Elias.Lozadabenavent
#preflight 627d8e589f7ad2a14b01a94e
#ROBOMERGE-AUTHOR: scott.nelson
#ROBOMERGE-SOURCE: CL 20182020 via CL 20183691 via CL 20184781 via CL 20185949 via CL 20186141
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20188814 by scott nelson in ue5-main branch]
Fixed artifacts with r.Lumen.ScreenProbeGather.TracingOctahedronResolution 4
* THREADGROUP_SIZE was less than IRRADIANCE_PROBE_WITH_BORDER_RES
Disable r.Lumen.ScreenProbeGather.StochasticInterpolation on Epic Scalability and above due to noise with clean materials
Reduce r.Lumen.ScreenProbeGather.FullResolutionJitterWidth to .5 on Cine Scalability, or when Lumen Final Gather Quality is high
Editor viewport shows Scalability warning for anything other than Epic (previously was shown only for levels less than Epic) since Cinematic runs at a lower framerate
Lumen Radiosity uses less memory when r.LumenScene.Radiosity.ProbeOcclusion=0
CitySample use r.LumenScene.Radiosity.ProbeSpacing=8 to get in line with previous lowered defaults
#jira UE-141204
#rb Krzysztof.Narkowicz
#lockdown Juan.Canada
#preflight 620bf8ef4353dc61c7faaeed
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19075501 in //UE5/Release-5.0/... via CL 19094394
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19136373 by daniel wright in ue5-main branch]
* Visualize Lumen Scene and Surface Cache moved to after TAAU, but before tonemapper
* Visualize Lumen Overview moved after tonemapper and editor primitive compositing
* Handling removing of TAA jitter, manual upscale, manual tonemapping
* Visualize HWRT refactored to no longer rely on SceneDepth, which is not available after TAAU
Changed default r.Lumen.Visualize.HardwareRayTracing.Retrace.HitLighting to 0 to better match how the features use it
#preflight 61f8af95114ec25fe0cb8dd5
#rb Krzysztof.Narkowicz
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18810990 in //UE5/Release-5.0/... via CL 18811004 via CL 18822705
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823638 by daniel wright in ue5-main branch]
Lit->Lumen
Added Lit->Lumen submenu with 4 view modes - Lumen Scene, Lumen Reflection View, Lumen Surface Cache and Overview:
* Lumen Scene - same as ShowFlags->VisualizeLumenScene. Visualizes Lumen scene representation in highest possible quality, with highest possible view distance
* Lumen Reflection View - Lumen Scene, but with current reflections settings. Basically represents how things look in the reflections
* Lumen Surface Cache - visualizes surface cache and marks with pink missing surface cache coverage
* Overview - 3 Lumen view mode tiles, overlaid on top of normal view
Show->Lumen
Added Show->Lumen submenu with 6 flags, which allow to disable specific trace types (screen space, detail, global, far field), disable secondary bounces (radiosity) and disable Screen Space Directional Occlusion.
Show->Visualize
Removed �Lumen Scene� (replaced by Lit->Lumen->Lumen Scene view mode) and �Lumen Global Illumination� (replaced by r.Lumen.Visualize.IndirectDiffuse) from
Advanced visualization modes are accessible through r.Lumen.Visualize.Mode, which overrides current Lit->Lumen-> settings.
Misc changes:
* Renamed VisualizeLumenScene* to LumenVisualize*
* Moved shared visualize parameters to LumenVisualize.h
* Lumen HWRT visualize now uses same ray footprint as SWRT visualize
* Replaced HALF_WORLD_MAX with Lumen::MaxTracingEndDistanceFromCamera and Lumen::MaxTraceDistance in preparation for the LWC WORLD_MAX changes
#rb Patrick.Kelly, Daniel.Wright
#preflight 61e73339b56c33b8ecf753b2
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18658215 in //UE5/Release-5.0/... via CL 18658227 via CL 18658249
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18658268 by krzysztof narkowicz in ue5-main branch]
1) Editor viewports now display at high DPI by default for better Gen5-console feeling in editor on high DPI monitors.
2) Realtime editor viewports now display at screen percentage based on the display pixel count. Fix screen percentage independent of the pixel range could either render not enough pixel at low display resolution or be too slow at high display resolution. Given the level editor viewport can scale in size based on editor user layout preference, monitor, the screen percentage automatically scalling based on display pixel count gives a better experience of quality consistency/GPU cost for rendering frame, especially when going level editor fullscreen with F11 or not. The curve to compute rendering resolution from display resolution is in BaseEngine.ini
3) Non-realtime editor viewports still display at a screen percentage based on OS DPI scale, independent of the display pixel count because use spatial upscaler and therefore need consistent sharpness not worst than editor fonts, but keep same rendering resolution as before to not increase out of GPU memory errors. The performance of potentially rendering at high resolution than a realtime viewport is ignored given the non real-time viewports are not rendering every frame.
4) PIE viewports now override r.ScreenPercentage by default to have consistent resolution quality and performance between realtime editor viewport and gameplay viewport by default without risk of introducing out of GPU memory errors loosing possibly unsaved editor work if the game's graphic settings default to a screen percentage higher. To advertise discoverability of this change, any update to the r.ScreenPercentage cvar will lead to a message display in console/log if overriden by editor settings or dynamic resolution settings.
5) As much as a project can change the default anti-aliasing method, can also configure on a per project basis the default screen percentage behavior in project preference that the editor user can then override locally for his/her own use with his editor settings. For instance mobile only or forward renderer MSAA only video games.
6) When working very high end work-in progress rendering tech project in a econemic context where lattest GPUs are hard to get, the range of GPU performance can vary greatly between contributor of the same projects. To provide more robustness for lowerend GPU of collegues with tech not yet scaling, the project settings now offer a MaxRenderingResolution for editor viewports that can also be overriden on a per user basis.
7) Automated screenshot already takes care of forcing r.ScreenPercentage.
#rb none
#preflight 61e58d4a873f2ea48f33facd
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18633512 in //UE5/Release-5.0/... via CL 18633532 via CL 18633538
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637384 by guillaume abadie in ue5-main branch]