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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# Project Setup & Migration Guide — UE5 Modular Game Framework
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**Version:** 1.0 | **Target UE:** 5.5–5.7
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**Version:** 1.1 | **Target UE:** 5.5–5.7
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This guide covers everything you need to configure when migrating the framework into a new or existing UE5 project. Follow these steps in order.
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| `GameplayTags` | Gameplay | All tag-driven state management (enabled by default) |
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| `Motion Warping` | Animation | `BPC_ContextualTraversalSystem` vault/mantle |
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| `Gameplay Abilities` | Gameplay | *(optional — only if using GAS for combat layer)* |
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| `NVIDIA DLSS` | Rendering | *(optional — DLSS super resolution, FrameGen on RTX)* |
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| `AMD FidelityFX FSR` | Rendering | *(optional — FSR 2/3 super resolution on all platforms)* |
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| `Intel XeSS` | Rendering | *(optional — XeSS ML upscaling)* |
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### 1.2 Framework Files to Copy
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Copy these folders into your project's `Content/` directory:
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---
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## 11. Updating This Document
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## 11. Render Pipeline Setup (NEW)
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> **Reference:** [`docs/developer/platform-render-profiles.md`](platform-render-profiles.md) for the full guide.
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### 11.1 Create Per-Platform Render Profiles
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```
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Content/Game/DataAssets/RenderProfiles/
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├── DA_RPP_PS5.uasset
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├── DA_RPP_PS4.uasset
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├── DA_RPP_Xbox_Series.uasset
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├── DA_RPP_Xbox_One.uasset
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├── DA_RPP_PC_High.uasset
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├── DA_RPP_PC_Low.uasset
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├── DA_RPP_SteamDeck.uasset
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└── DA_RPP_Switch.uasset
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```
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### 11.2 Configure Default CVars for Baked Lighting Fallback
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In `Config/DefaultEngine.ini`:
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```ini
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[ConsoleVariables]
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; Low-end fallback defaults (overridden by RenderPipelineManager for high-end)
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r.DynamicGlobalIlluminationMethod=1 ; 1=Lumen (default for UE5)
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r.Shadow.Virtual.Enable=1 ; 1=VSM (default)
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r.Nanite=1 ; 1=Nanite (default)
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; On PS4/Switch, these are overridden by platform .ini
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```
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### 11.3 Platform-Specific Config INIs
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Create `Config/PS4/PS4Engine.ini`:
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```ini
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[ConsoleVariables]
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r.DynamicGlobalIlluminationMethod=0 ; Disable Lumen on PS4
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r.Shadow.Virtual.Enable=0 ; Use CSM on PS4
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r.Nanite=0 ; Use LODs on PS4
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sg.ShadowQuality=2 ; Medium shadows
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sg.TextureQuality=2 ; Medium textures
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r.ScreenPercentage=75 ; 75% resolution
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r.Upscale.Quality=2 ; TAAU quality
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```
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Create `Config/Switch/SwitchEngine.ini`:
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```ini
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[ConsoleVariables]
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r.DynamicGlobalIlluminationMethod=0
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r.Shadow.Virtual.Enable=0
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r.Nanite=0
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sg.ShadowQuality=1 ; Low shadows on Switch
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sg.TextureQuality=1 ; Low textures
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r.ScreenPercentage=50 ; 50% resolution (docked)
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r.Upscale.Quality=3 ; NIS quality
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r.Streaming.PoolSize=768 ; 768MB texture pool (3.25GB RAM - system)
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```
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### 11.4 Set Up Baked Lightmaps for Low-End Levels
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For levels that need to support Low/Medium quality presets on PS4/Switch:
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1. Duplicate your level: `L_Asylum_WardA_Baked` (baked lighting variant)
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2. Set all lights to **Static** (not Stationary/Movable)
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3. Build lighting: `Build → Build Lighting Only`
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4. Place `Lightmass Importance Volume` and `Reflection Captures`
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5. Sub-level loading: on PS4/Switch, stream the baked variant; on PS5/PC, stream the Lumen variant
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## 12. Updating This Document
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When adding new framework systems that require Project Settings changes:
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