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- Add r.Shadow.DetectVertexShaderLayerAtRuntime to make it possible to force (for DX11/12/SM5/Vulkan) compilation of vslayer despite RHISupportsVertexShaderLayer being false. - Set r.Shadow.DetectVertexShaderLayerAtRuntime in WindowsEngine.ini,WinGDKEngine.ini & LinuxEngine.ini. - Add DoesRuntimeSupportOnePassPointLightShadows to determine support at runtime. - Fix bug excluding Nanite meshes from DF shadows for local lights if VSM is enabled (now only affects directional lights). - Add OnGetOnScreenMessages to enable modular generation of on-screen messages in the scene renderer (aimed at transient rendering processes). #rb arciel.rekman,andrew.lauritzen #jira UE-138933 #preflight 61f3c967da54035207f6e560 #ROBOMERGE-AUTHOR: ola.olsson #ROBOMERGE-SOURCE: CL 18769670 in //UE5/Release-5.0/... via CL 18769671 via CL 18769765 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18769767 by ola olsson in ue5-main branch]
26 lines
921 B
INI
26 lines
921 B
INI
[Audio]
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AudioDeviceModuleName=XAudio2
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; Defining below allows switching to audio mixer using -audiomixer commandline
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AudioMixerModuleName=AudioMixerXAudio2
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; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
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PlatformHeadroomDB=-3
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UseAudioMixer=true
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[TextureStreaming]
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; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
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PoolSizeVRAMPercentage=70
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[SystemSettings]
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r.setres=1280x720
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framepro.ScopeMinTimeMicroseconds=10
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fx.NiagaraAllowRuntimeScalabilityChanges=1
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;Perplatform to PerQualityLevel conversion mapping for platform groups
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QualityLevelMapping="high"
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; Enable single RHI thread stall for D3D11
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r.Occlusion.SingleRHIThreadStall=1
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r.Shadow.DetectVertexShaderLayerAtRuntime=1
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[PlatformCrypto]
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PlatformRequiresDataCrypto=True
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