Files
UnrealEngineUWP/Engine/Config/Windows/WindowsEngine.ini
serge bernier cb29e2d03d Fix global usage of all cvars related to shader pipelines:
r.ShaderPipelines
r.Material.ExcludeNonPipelinedShaders

Both cvars are currently disable on WindowsEngine.ini which make them also disable when we cook for consoles. ExcludeNonPipelinedShaderTypes is currently used only at cooking time when we compile shaders which is currently returning false, since the value is disabled on windows. Making those cvars use FShaderPlatformCachedIniValue, will allow to have specific platform value when cooking for a specific target. Moving r.Material.ExcludeNonPipelinedShaders to the defaultengine.ini file to keep it disable for the moment and not affecting shader key string. Will enable it progressively on console later.


r.Shaders.RemoveUnusedInterpolators

Make that cvar platform agnostic, since it will be used in on other consoles eventually. Platforms supporting the stripping of unused interpolators will check the same flag (CFLAG_ForceRemoveUnusedInterpolators) to enable it. Since windows can run opengl, and stripping is not supported on that shader platform, add extra logic to exclude the flag.

-Make the RHISupportsShaderPipelines function access a real DDPI attribute and not just test if we are not on mobile. Will need this to be able to have stripping unused shader interpolators on Switch.

[REVIEW] Laura.Hermanns

[CL 26038736 by serge bernier in 5.3 branch]
2023-06-16 02:51:55 -04:00

28 lines
991 B
INI

[Audio]
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerXAudio2
PlatformFormat=OGG
PlatformStreamingFormat=OGG
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=-3
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[SystemSettings]
r.setres=1280x720
framepro.ScopeMinTimeMicroseconds=10
fx.NiagaraAllowRuntimeScalabilityChanges=1
;Perplatform to PerQualityLevel conversion mapping for platform groups
QualityLevelMapping="high"
; Enable single RHI thread stall for D3D11
r.Occlusion.SingleRHIThreadStall=1
r.Shadow.DetectVertexShaderLayerAtRuntime=1
[PlatformCrypto]
PlatformRequiresDataCrypto=True
[/Script/Engine.RendererSettings]
r.Shaders.RemoveUnusedInterpolators=1