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.
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### Dependencies
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- [`GI_GameFramework`](../01-core/04_GI_GameFramework.md) — Game instance reference
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- [`BPC_PerformanceScaler`](../10-adaptive/69_BPC_PerformanceScaler.md) — Quality settings bridge
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- [`BPC_RenderPipelineManager`](149_BPC_RenderPipelineManager.md) — Quality pipeline bridge (NEW)
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- [`SS_SaveManager`](../05-saveload/28_SS_SaveManager.md) — Persist settings
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- [`WBP_SettingsUI`](../06-ui/44_WBP_SettingsUI.md) — UI to read/write settings
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[ApplySettings]
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└─► ApplyGraphicsSettings():
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Get "ResolutionScale", "ShadowQuality", etc.
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Pass to BPC_PerformanceScaler.SetQualityLevel
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Get "QualityPreset", "ResolutionScale", "UpscalerMethod", etc.
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Pass to BPC_RenderPipelineManager.ApplyQualityPreset(QualityPreset)
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→ RenderPipelineManager handles ALL CVars, reload detection, platform selection
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└─► ApplyAudioSettings():
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Get "MasterVolume", "SFXVolume", etc.
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Pass to BPC_AudioManager volume modifiers
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[RegisterDefaultSettings]
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└─► Graphics category:
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ResolutionScale Float 1.0 [0.5–1.5]
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ShadowQuality Int 2 [0–3]
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TextureQuality Int 2 [0–3]
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PostProcessQuality Int 2 [0–3]
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AntiAliasing Dropdown [TSR, TAA, FXAA, Off]
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VSync Bool true
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FrameRateLimit Int 60 [30–240]
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GlobalIllumination Dropdown [Lumen, SSGI, Off]
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MotionBlur Bool true
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DepthOfField Bool true
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FoliageQuality Int 2 [0–3]
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ViewDistance Int 2 [0–3]
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QualityPreset Dropdown [Low, Medium, High, Ultra, Cinematic, Custom]
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GlobalIllumination Dropdown [Lumen, Baked, SSGI, Off] ⚠ reload
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ShadowMethod Dropdown [VSM, CSM, DFShadows, Off] ⚠ reload
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ReflectionMethod Dropdown [Lumen, SSR, Captures, Off] ⚠ reload
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MeshStrategy Dropdown [Nanite, LOD, Proxy] ⚠ reload
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UpscalerMethod Dropdown [TSR, DLSS, FSR, PSSR, XeSS, NIS, TAAU, Off]
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UpscalerQuality Dropdown [UltraPerf, Perf, Balanced, Quality, UltraQuality]
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ResolutionScale Float 1.0 [0.25–2.0]
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DynamicResolution Bool false
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DynamicResTargetFPS Int 60 [30–120]
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ShadowQuality Int 2 [0–4]
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TextureQuality Int 2 [0–3]
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PostProcessQuality Int 2 [0–3]
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ViewDistanceQuality Int 2 [0–3]
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FoliageQuality Int 2 [0–3]
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AntiAliasingQuality Int 2 [0–3]
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VSync Bool true
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FrameRateLimit Int 60 [30–240]
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MotionBlur Bool true
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DepthOfField Bool true
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VolumetricClouds Bool true
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HW_RayTracing Bool false ⚠ reload
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Brightness Float 1.0 [0.5–2.0]
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HDR Bool false (if display supports)
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TexturePoolSizeMB Int 2048 [512–8192]
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└─► Audio category:
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MasterVolume Float 1.0 [0–1]
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SFXVolume Float 1.0 [0–1]
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@@ -205,7 +219,8 @@ Centralized settings manager that stores, applies, and persists all player-confi
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| Target | Method | Why |
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|--------|--------|-----|
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| [`BPC_PerformanceScaler`](../10-adaptive/69_BPC_PerformanceScaler.md) | Cast to player | Graphics settings |
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| [`BPC_RenderPipelineManager`](149_BPC_RenderPipelineManager.md) | Direct call | Graphics pipeline settings |
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| [`BPC_PerformanceScaler`](../10-adaptive/69_BPC_PerformanceScaler.md) | Direct call | Adaptive quality bridging |
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| [`BPC_AudioManager`](../10-adaptive/66_BPC_AudioManager.md) | Cast to player | Audio settings |
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| [`BPC_Movement`](../02-player/14_BPC_Movement.md) | Cast to player | Gameplay settings |
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| [`SS_SaveManager`](../05-saveload/28_SS_SaveManager.md) | Direct call | Persistence |
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