Files
UnrealEngineUWP/Engine/Config/Mac/BaseMacEngine.ini
carl lloyd 0f5c2bec9a Metal RHI - Bindless/SM6 Update
- Updated MSC to latest version 2.0 beta 3
- Removed MTLBufferPtr to make deallocations more explicit
- Re-wrote MetalTempAllocator to be a simple buffer allocator as the heap allocator had a huge perf overhead when used with Bindless
- Fixed use after free in deferred delete
- Limited SM6 to MacOS 15

Changes in collaboration with Apple:

- Reworked residency management
- Replace manual resource binding/pre-draw steps with IRRuntime helpers
- Added vertex layout hashing support for MSC vertex descriptors
- Replaced VertexBuffers cache struct with MSC IRRuntimeVertexBuffer
- Fixed texture reference update by adding an texture override in SRVs (this way the texture reference SRV don???t revert to the default resource when the view is invalidated).
- Fixed some page faults by removing the side table allocation with temporary allocations

#jira UE-223489
#rb Luke.Thatcher

[CL 36227379 by carl lloyd in 5.5 branch]
2024-09-12 10:32:09 -04:00

64 lines
2.5 KiB
INI

[Audio]
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioCaptureModuleName=AudioCaptureRtAudio
AudioMixerModuleName=AudioMixerCoreAudio
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=-6
[DevOptions.Shaders]
MaxShaderJobBatchSize=25
[OnlineServices.EOS.Auth]
DefaultExternalCredentialTypeStr=Steam
[OnlineSubsystem]
LocalPlatformName=MAC
[PlatformCrypto]
PlatformRequiresDataCrypto=True
[PlatformPaths]
UnrealBuildTool=Engine/Build/BatchFiles/Mac/Build.sh
[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
g.TimeoutForBlockOnRenderFence=300000
framepro.ScopeMinTimeMicroseconds=10
fx.NiagaraAllowRuntimeScalabilityChanges=1
;Perplatform to PerQualityLevel conversion mapping for platform groups
QualityLevelMapping="high"
[ConsoleVariables]
r.HairStrands.Visibility.MSAA.SamplePerPixel=1
r.SceneCulling.ExplicitCellBounds=1
; necessary for LowMemoryWarning events to be fired
memory.MemoryPressureCriticalThresholdMB=512
[SF_METAL_SM6]
BindlessResources=Enabled
BindlessSamplers=Enabled
[/Script/GameplayDebugger.GameplayDebuggingControllerComponent]
CategoryZeroBind=(Key=NumPadZero,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryOneBind=(Key=NumPadOne,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryTwoBind=(Key=NumPadTwo,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryThreeBind=(Key=NumPadThree,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryFourBind=(Key=NumPadFour,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryFiveBind=(Key=NumPadFive,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategorySixBind=(Key=NumPadSix,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategorySevenBind=(Key=NumPadSeven,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryEightBind=(Key=NumPadEight,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryNineBind=(Key=NumPadNine,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CycleDetailsViewBind=(Key=Add,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
DebugCameraBind=(Key=Tab,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
OnScreenDebugMessagesBind=(Key=Tab,bShift=True,bCtrl=False,bAlt=False,bCmd=False)
GameHUDBind=(Key=Tilde,bShift=True,bCtrl=False,bAlt=False,bCmd=False)