Files
UnrealEngineUWP/Engine/Config/Windows/WindowsEngine.ini
Yuriy ODonnell 505aa91ff3 Undo 23894521 - revert back to non-bindless samplers for DXR
* The CVar can't be used to enable bindless resources per platform

#rb christopher.waters
#preflight skip

[CL 23912269 by Yuriy ODonnell in ue5-main branch]
2023-01-30 13:26:03 -05:00

28 lines
968 B
INI

[Audio]
AudioDeviceModuleName=XAudio2
; 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
UseAudioMixer=true
[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