Files
UnrealEngineUWP/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini
aleksander netzel 69de2f8a61 Re-enable RayTracing in Vulkan
#rb none
[FYI] Yuriy.Odonnell

#ROBOMERGE-AUTHOR: aleksander.netzel
#ROBOMERGE-SOURCE: CL 18351169 in //UE5/Release-5.0/... via CL 18351175
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18351177 by aleksander netzel in ue5-release-engine-test branch]
2021-12-02 07:26:11 -05:00

139 lines
2.9 KiB
INI

; Have a single source of truth for all desktop class Vulkan platforms
; This is done so all the platforms using SP_VULKAN_SM5 can share the same DDC
; If your Vulkan platform needs its own settings, create a new SP for it
[DataDrivenPlatformInfo]
bIsConfidential=false
bIsFakePlatform=true
GlobalIdentifier=97F8C85EF1B0424792D201C893358C8F
[ShaderPlatform VULKAN_SM5]
Language=Vulkan
MaxFeatureLevel=SM5
bIsMobile = false
bIsMetalMRT = false
bIsPC = true
bIsConsole = false
bIsAndroidOpenGLES = false
bSupportsDxc = true
bSupportsDebugViewShaders=true
; //#todo-vulkanddpi
bSupportsMobileMultiView = false
; //#todo-vulkanddpi
bSupportsArrayTextureCompression = false
bSupportsDistanceFields = true
bSupportsDiaphragmDOF = true
bSupportsRGBColorBuffer = true
bSupportsCapsuleShadows = true
bSupportsPercentageCloserShadows=true
bSupportsVolumetricFog = true
bSupportsIndexBufferUAVs = true
; //#todo-vulkanddpi
bSupportsInstancedStereo = false
; //#todo-vulkanddpi
bSupportsMultiView = false
bSupportsMSAA = true
; //#todo-vulkanddpi
bSupports4ComponentUAVReadWrite = false
; //#todo-vulkanddpi
bSupportsRenderTargetWriteMask = false
bSupportsRayTracing = true
bSupportsRayTracingShaders = false
bSupportsInlineRayTracing = true
bSupportsRayTracingIndirectInstanceData = false
bSupportsGPUSkinCache = true
bSupportsByteBufferComputeShaders = true
bSupportsGPUScene = true
; //#todo-vulkanddpi
bSupportsPrimitiveShaders = false
bSupportsUInt64ImageAtomics = true
; //#todo-vulkanddpi
bRequiresVendorExtensionsForAtomics = false
bSupportsNanite = true
bSupportsLumenGI = true
; //#todo-vulkanddpi
bSupportsSSDIndirect = false
; //#todo-vulkanddpi
bSupportsTemporalHistoryUpscale = false
; //#todo-vulkanddpi
bSupportsRTIndexFromVS = false
; //#todo-vulkanddpi
bSupportsIntrinsicWaveOnce = false
; //#todo-vulkanddpi
bSupportsConservativeRasterization = false
; //#todo-vulkanddpi
bSupportsWaveOperations = false
; //#todo-vulkanddpi
bRequiresExplicit128bitRT = false
bTargetsTiledGPU = false
bNeedsOfflineCompiler = false
; //#todo-vulkanddpi
bSupportsComputeFramework = false
; //#todo-vulkanddpi
bSupportsDualSourceBlending = false
; //#todo-vulkanddpi
bRequiresGeneratePrevTransformBuffer = false
bRequiresRenderTargetDuringRaster = true
; //#todo-vulkanddpi
bRequiresDisableForwardLocalLights = true
bCompileSignalProcessingPipeline = true
bSupportsGen5TemporalAA=true
; //#todo-vulkanddpi
bSupportsPerPixelDBufferMask = false
bIsHlslcc = false
bSupportsVariableRateShading = false
NumberOfComputeThreads = 64
bSupportsHairStrandGeometry=true
bSupportsFFTBloom=true
bSupportsDiaphragmDOF=true
; shaderOutputLayer is optional in our baseline VK version
bSupportsVertexShaderLayer=false
[ShaderPlatform VULKAN_PCES3_1]
Language=Vulkan
MaxFeatureLevel=ES3_1
bIsPC=true
bIsMobile=true
bSupportsMobileMultiView=true
bSupportsIndexBufferUAVs=true
bSupportsManualVertexFetch=false