Files
UnrealEngineUWP/Engine/Config/Windows/BaseWindowsEngine.ini
kenzo terelst 6bfa613964 - Use non uniform resource index for sampling bindless resources in raytracing shaders
- Re-enable bindless for raytracing

#jira UE-227550
#rb Krzysztof.Narkowicz

[CL 37167932 by kenzo terelst in 5.5 branch]
2024-10-16 05:42:42 -04:00

39 lines
838 B
INI

[Audio]
AudioCaptureModuleName=AudioCaptureWasapi
[OnlineSubsystem]
LocalPlatformName=WIN
[DeviceProfileManager]
DeviceProfileSelectionModule="WindowsDeviceProfileSelector"
[OnlineServices.EOS.Auth]
DefaultExternalCredentialTypeStr=Steam
[PCD3D_SM5]
BindlessResources=Disabled
BindlessSamplers=Disabled
MaxClosuresPerPixel=1
[PCD3D_SM6]
BindlessResources=RayTracingOnly
BindlessSamplers=RayTracingOnly
[SF_VULKAN_SM5]
BindlessResources=Disabled
BindlessSamplers=Disabled
MaxClosuresPerPixel=1
[SF_VULKAN_SM6]
; Bindless is necessary for Vulkan ray tracing
BindlessResources=Enabled
BindlessSamplers=Enabled
[/Script/WindowsRuntimeSettings.WindowsRuntimeSettings]
MaxNumTlsSlots=2048
MaxNumThreadsWithTlsSlots=512
[ConsoleVariables]
; necessary for LowMemoryWarning events to be fired
memory.MemoryPressureCriticalThresholdMB=512