Add DA_RenderPipelineProfile and Platform Render Profiles documentation

- Introduced DA_RenderPipelineProfile data asset to define rendering pipeline configurations for various platforms and quality tiers.
- Documented enums, structs, variables, and default preset tables for render settings.
- Created a comprehensive developer guide for setting up platform-specific render profiles, including file structure, profile creation, and integration with upscalers.
- Included validation rules, console variable references, and testing matrices for ensuring compliance with platform requirements.
This commit is contained in:
Lefteris Notas
2026-05-22 18:10:24 +03:00
parent 14441c000c
commit dc9c1a6b98
19 changed files with 1449 additions and 83 deletions

View File

@@ -9,7 +9,7 @@
### Dependencies
- [`GI_GameFramework`](../01-core/04_GI_GameFramework.md) — Game instance reference
- [`BPC_PerformanceScaler`](../10-adaptive/69_BPC_PerformanceScaler.md) — Quality settings bridge
- [`BPC_RenderPipelineManager`](149_BPC_RenderPipelineManager.md) — Quality pipeline bridge (NEW)
- [`SS_SaveManager`](../05-saveload/28_SS_SaveManager.md) — Persist settings
- [`WBP_SettingsUI`](../06-ui/44_WBP_SettingsUI.md) — UI to read/write settings
@@ -116,8 +116,9 @@ Centralized settings manager that stores, applies, and persists all player-confi
[ApplySettings]
└─► ApplyGraphicsSettings():
Get "ResolutionScale", "ShadowQuality", etc.
Pass to BPC_PerformanceScaler.SetQualityLevel
Get "QualityPreset", "ResolutionScale", "UpscalerMethod", etc.
Pass to BPC_RenderPipelineManager.ApplyQualityPreset(QualityPreset)
→ RenderPipelineManager handles ALL CVars, reload detection, platform selection
└─► ApplyAudioSettings():
Get "MasterVolume", "SFXVolume", etc.
Pass to BPC_AudioManager volume modifiers
@@ -146,18 +147,31 @@ Centralized settings manager that stores, applies, and persists all player-confi
[RegisterDefaultSettings]
└─► Graphics category:
ResolutionScale Float 1.0 [0.51.5]
ShadowQuality Int 2 [03]
TextureQuality Int 2 [03]
PostProcessQuality Int 2 [03]
AntiAliasing Dropdown [TSR, TAA, FXAA, Off]
VSync Bool true
FrameRateLimit Int 60 [30240]
GlobalIllumination Dropdown [Lumen, SSGI, Off]
MotionBlur Bool true
DepthOfField Bool true
FoliageQuality Int 2 [03]
ViewDistance Int 2 [03]
QualityPreset Dropdown [Low, Medium, High, Ultra, Cinematic, Custom]
GlobalIllumination Dropdown [Lumen, Baked, SSGI, Off] ⚠ reload
ShadowMethod Dropdown [VSM, CSM, DFShadows, Off] ⚠ reload
ReflectionMethod Dropdown [Lumen, SSR, Captures, Off] ⚠ reload
MeshStrategy Dropdown [Nanite, LOD, Proxy] ⚠ reload
UpscalerMethod Dropdown [TSR, DLSS, FSR, PSSR, XeSS, NIS, TAAU, Off]
UpscalerQuality Dropdown [UltraPerf, Perf, Balanced, Quality, UltraQuality]
ResolutionScale Float 1.0 [0.252.0]
DynamicResolution Bool false
DynamicResTargetFPS Int 60 [30120]
ShadowQuality Int 2 [04]
TextureQuality Int 2 [03]
PostProcessQuality Int 2 [03]
ViewDistanceQuality Int 2 [03]
FoliageQuality Int 2 [03]
AntiAliasingQuality Int 2 [03]
VSync Bool true
FrameRateLimit Int 60 [30240]
MotionBlur Bool true
DepthOfField Bool true
VolumetricClouds Bool true
HW_RayTracing Bool false ⚠ reload
Brightness Float 1.0 [0.52.0]
HDR Bool false (if display supports)
TexturePoolSizeMB Int 2048 [5128192]
└─► Audio category:
MasterVolume Float 1.0 [01]
SFXVolume Float 1.0 [01]
@@ -205,7 +219,8 @@ Centralized settings manager that stores, applies, and persists all player-confi
| Target | Method | Why |
|--------|--------|-----|
| [`BPC_PerformanceScaler`](../10-adaptive/69_BPC_PerformanceScaler.md) | Cast to player | Graphics settings |
| [`BPC_RenderPipelineManager`](149_BPC_RenderPipelineManager.md) | Direct call | Graphics pipeline settings |
| [`BPC_PerformanceScaler`](../10-adaptive/69_BPC_PerformanceScaler.md) | Direct call | Adaptive quality bridging |
| [`BPC_AudioManager`](../10-adaptive/66_BPC_AudioManager.md) | Cast to player | Audio settings |
| [`BPC_Movement`](../02-player/14_BPC_Movement.md) | Cast to player | Gameplay settings |
| [`SS_SaveManager`](../05-saveload/28_SS_SaveManager.md) | Direct call | Persistence |