void FSystemSettings::ApplyOverrides() { EConsoleVariableFlags SetBy = ECVF_SetByMask; if (FPlatformProperties::SupportsWindowedMode()) { if (CVarUseMaxQualityMode.GetValueOnGameThread() != 0) { SetBy = (EConsoleVariableFlags)(CVarUseMaxQualityMode.AsVariable()->GetFlags() & ECVF_SetByMask); } if (FParse::Param(FCommandLine::Get(),TEXT("MAXQUALITYMODE"))) { SetBy = ECVF_SetByCommandline; } } if (SetBy != ECVF_SetByMask) { // Modify various system settings to get the best quality regardless of performance impact { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.MinResolution")); CVar->Set(16, SetBy); } // Disable shadow fading out over distance { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.FadeResolution")); CVar->Set(1, SetBy); } // Increase minimum preshadow resolution { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.MinPreShadowResolution")); CVar->Set(16, SetBy); } // Disable preshadow fading out over distance { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.PreShadowFadeResolution")); CVar->Set(1, SetBy); } // Increase shadow texel density { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.TexelsPerPixel")); CVar->Set(4.0f, SetBy); } // Don't downsample preshadows { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.PreShadowResolutionFactor")); CVar->Set(1.0f, SetBy); } } }
void SInvalidationPanel::EnableInvalidationDebugging(bool bEnable) { InvalidationDebugging.AsVariable()->Set(bEnable); }
void FSystemSettings::ApplyOverrides() { EConsoleVariableFlags SetBy = ECVF_SetByMask; if (FPlatformProperties::SupportsWindowedMode()) { if (CVarUseMaxQualityMode.GetValueOnGameThread() != 0) { SetBy = (EConsoleVariableFlags)(CVarUseMaxQualityMode.AsVariable()->GetFlags() & ECVF_SetByMask); } if (FParse::Param(FCommandLine::Get(),TEXT("MAXQUALITYMODE"))) { SetBy = ECVF_SetByCommandline; } } if (SetBy != ECVF_SetByMask) { // Modify various system settings to get the best quality regardless of performance impact { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.MinResolution")); CVar->Set(16, SetBy); } // Disable shadow fading out over distance { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.FadeResolution")); CVar->Set(1, SetBy); } // Increase minimum preshadow resolution { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.MinPreShadowResolution")); CVar->Set(16, SetBy); } // Disable preshadow fading out over distance { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.PreShadowFadeResolution")); CVar->Set(1, SetBy); } // Increase shadow texel density { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.TexelsPerPixel")); CVar->Set(4.0f, SetBy); } // Don't downsample preshadows { static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.PreShadowResolutionFactor")); CVar->Set(1.0f, SetBy); } for (int32 GroupIndex = 0; GroupIndex < TEXTUREGROUP_MAX; GroupIndex++) { FTextureLODSettings::FTextureLODGroup& CurrentGroup = TextureLODSettings.GetTextureLODGroup(GroupIndex); // Use the best quality texture filtering CurrentGroup.Filter = SF_AnisotropicLinear; // Raise texture max sizes to 4096 CurrentGroup.MinLODMipCount = 12; CurrentGroup.MaxLODMipCount = 12; CurrentGroup.LODBias = -1000; } } }