Multiplication factor applied on the kernel sample offset (default=3). Whether to smooth SSAO output when TAA is disabledġ: Forces the default denoiser of the renderer Ģ: GScreenSpaceDenoiser witch may be overriden by a third party plugin (default). The Compute Shader version is WIP, not optimized, requires hardware support (not mobile/DX10/OpenG元),ĭoes not use normals which allows it to run right after EarlyZPass (better performance when used with AyncCompute)ĪyncCompute is currently only functional on PS4.ġ: (WIP) Use ComputeShader if possible, otherwise fall back to ‘0’Ģ: (WIP) Use AsyncCompute if efficient, otherwise fall back to ‘1’ģ: (WIP) Use AsyncCompute if possible, otherwise fall back to ‘1’ If SSAO should use ComputeShader (not available on all platforms) or PixelShader. This is a low level developer tweak to get best performance on hardware that supports AsyncCompute. Only matters if the compute version of SSAO is active (requires CS support, enabled by cvar, single pass, no normals) If > 0, then use a sphere cull before and in addition to a box for frustum culling.ĭefines which level of EAsyncComputeBudget to use for balancing AsyncCompute work against Gfx work. When disabled, one query is used for the entire proxy. Games that only use dynamic lighting should set this to 0 to save some static lighting overhead.Įnables sub primitive queries, currently only used by hierarchical instanced static meshes. Whether to allow any static lighting to be generated and used, like lightmaps and shadowmaps.
If true, we allow simple (ie particle) lights If zero, precomputed visibility will not be used to cull primitives. When 0, will prevent point light cube map shadows from being used and the light will be unshadowed. If zero, occlusion queries will not be used to cull primitives.
Use 2 to ignore those.Ġ: on and ignores any material using blend modulateĮnables mesh shaders to support a global clip plane, needed for planar reflections, which adds about 15% BasePass GPU cost on PS4.Ĭreates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default)ġ: Allow HDR, if supported by the platform and display This is incompatible with materials using blend modulate. If true, use enable depth bounds test when rendering defered lights.Īllow standard translucency to be rendered in smaller resolution as an optimization