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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@@ -36,7 +36,10 @@ Direct Reference │ Interface Calls
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│ LAYER 8: POLISH & META │
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│ Tutorials, Loading, Credits, Analytics, Achievements │
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├────────────────────────────────────────────────────────────────┤
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│ LAYER 7.5: HAPTICS │
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│ LAYER 7.5: RENDER PIPELINE │
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│ Quality presets, Lumen/Baked, upscaling, platform profiles │
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├────────────────────────────────────────────────────────────────┤
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│ LAYER 7: HAPTICS │
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│ Controller vibration, DualSense triggers, heartbeat pulse │
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├────────────────────────────────────────────────────────────────┤
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│ LAYER 7: ADAPTIVE │
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@@ -92,7 +95,10 @@ All input goes through `SS_EnhancedInputManager`. Context switching uses priorit
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### 8. GameplayTag-Driven Haptics
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All controller vibration routes through `BPC_HapticsController` on the Player Controller. Gameplay systems trigger haptics by GameplayTag (e.g., `Haptic.Damage.Heavy`) — never calling raw `Play Force Feedback` nodes. The component detects platform (Xbox rumble vs PS5 DualSense adaptive triggers), respects accessibility toggles, and manages effect priority. Heartbeat pulse is driven by `BPC_StateManager.GetCurrentHeartRate()`.
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### 9. Force Stack for State Overrides
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### 9. Per-Platform Render Pipeline
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All render quality decisions route through `BPC_RenderPipelineManager`. The system reads `DA_RenderPipelineProfile` Data Assets to determine Lumen vs Baked Lightmass, Virtual Shadow Maps vs Cascaded Shadow Maps, Nanite vs traditional LODs, and the appropriate upscaler (DLSS/FSR/TSR/PSSR) for the detected platform and selected quality preset. Destructive pipeline changes (GI method, shadow method) are queued and applied on level load. The Planar Capture system adjusts its quality budget based on the active pipeline.
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### 10. Force Stack for State Overrides
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Death, cutscenes, void space push state onto a stack. `RestorePreviousState()` pops back — the player returns to exactly their previous state after a forced interruption.
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---
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@@ -150,13 +156,13 @@ The 16 build phases follow dependency order:
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| `WBP_` Widget Blueprints | 14 | HUDController, InventoryMenu, MainMenu |
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| `DA_` Data Assets | 18 | ItemData, EquipmentConfig, AtmosphereProfile |
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| `SS_` GameInstance Subsystems | 7 | SaveManager, UIManager, AudioManager |
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| `BPC_` Components (haptics) | 1 | HapticsController (PlayerController) |
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| `BPC_` Components (settings) | 2 | HapticsController, RenderPipelineManager |
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| `GI_` Game Instances | 2 | GameFramework, GameTagRegistry |
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| `I_` Interfaces | 3 | InterfaceLibrary, HidingSpot, Persistable |
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| `GM_` GameMode, `GS_` GameState | 2 | CoreGameMode, CoreGameState |
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| `FL_` Function Library | 1 | GameUtilities |
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| `AI_` Controller, `BB_` Blackboard | 2 | BaseAgentController, AgentBoard |
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| **TOTAL** | **141** | |
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| **TOTAL** | **142** | |
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---
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