![]() You can instruct the streaming system to be more aggressive in management (smaller pool size, culling unused textures) or to have less or more detail in the mip level computation. This can have effects on the image quality, how much you can notice texture streaming artifacts and how smooth the game runs (updates require expensive memory transfers). The results can vary, depending on the media (e.g. Streaming from a DVD/Blu-Ray adds much more latency so you should try to avoid that. The texture quality also affects the texture filtering mode (r.MaxAnisotropy). R.TranslucencyLightingVolumeDim=32 r.RefractionQuality=0 R.TranslucencyLightingVolumeDim=24 r.RefractionQuality=0 Limiting the anisotropic sample count reduces texture bandwidth, but does not save texture memory. R.TranslucencyLightingVolumeDim=48 r.RefractionQuality=2 R.TranslucencyLightingVolumeDim=64 r.RefractionQuality=2Įach placed Actor has a Detail Mode property in the Rendering category. The scalability mode can be changed from the console: Essentially this setting defines the minimum detail level for an Actor to render. With r.DetailMode 0 = low, r.DetailMode 1 = medium and, r.DetailMode 2 = high detail modes. It is easy to use this to disable decals, detail objects, lights or individual particle effects. Make sure to only use this on objects that have no effect on gameplay, otherwise, you will run into problems with network gameplay, save games, or consistency. Materials can use the Quality Switch Material Expression node to disable some expensive Material parts that have a minor effect on the final look. To see the effect of this, you need to toggle to the Low Quality mode. Using the quality switch causes more shaders to be compiled (shader permutation). This feature is not for distance LOD as you cannot have two quality levels at the same time. Use Shader Complexity ( Alt+8 in the editor) mode and instruction count to verify your optimization. You would need to profile on actual hardware to verify this. ![]()
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