Files
UnrealEngineUWP/Engine/Config/Windows/WindowsEngine.ini
rune stubbe 1ce4f32846 Temporary workaround for Nanite geometry corruption
#rb kevin.ortegren

[CL 37182155 by rune stubbe in 5.5 branch]
2024-10-16 11:51:09 -04:00

37 lines
1.3 KiB
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.Nanite.Streaming.ReservedResources=1
r.Nanite.Streaming.AsyncCompute=0 ; Temporary workaround for Nanite geometry corruption (FORT-805141)
D3D12.Bindless.ResourceDescriptorHeapSize=32768
D3D12.Bindless.SamplerDescriptorHeapSize=2048
r.PSOPrecache.GlobalShaders=1
r.DynamicRes.DynamicFrameTime=1
r.VRS.EnableSoftware=1
r.VRS.ContrastAdaptiveShading=1
[PlatformCrypto]
PlatformRequiresDataCrypto=True
[/Script/Engine.RendererSettings]
r.Shaders.RemoveUnusedInterpolators=1
r.Shadow.DetectVertexShaderLayerAtRuntime=1