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

@@ -1,6 +1,6 @@
# Project Setup & Migration Guide — UE5 Modular Game Framework
**Version:** 1.0 | **Target UE:** 5.55.7
**Version:** 1.1 | **Target UE:** 5.55.7
This guide covers everything you need to configure when migrating the framework into a new or existing UE5 project. Follow these steps in order.
@@ -17,6 +17,9 @@ Enable these in `Edit → Plugins`:
| `GameplayTags` | Gameplay | All tag-driven state management (enabled by default) |
| `Motion Warping` | Animation | `BPC_ContextualTraversalSystem` vault/mantle |
| `Gameplay Abilities` | Gameplay | *(optional — only if using GAS for combat layer)* |
| `NVIDIA DLSS` | Rendering | *(optional — DLSS super resolution, FrameGen on RTX)* |
| `AMD FidelityFX FSR` | Rendering | *(optional — FSR 2/3 super resolution on all platforms)* |
| `Intel XeSS` | Rendering | *(optional — XeSS ML upscaling)* |
### 1.2 Framework Files to Copy
Copy these folders into your project's `Content/` directory:
@@ -370,7 +373,69 @@ The framework boot order on a fresh project launch:
---
## 11. Updating This Document
## 11. Render Pipeline Setup (NEW)
> **Reference:** [`docs/developer/platform-render-profiles.md`](platform-render-profiles.md) for the full guide.
### 11.1 Create Per-Platform Render Profiles
```
Content/Game/DataAssets/RenderProfiles/
├── DA_RPP_PS5.uasset
├── DA_RPP_PS4.uasset
├── DA_RPP_Xbox_Series.uasset
├── DA_RPP_Xbox_One.uasset
├── DA_RPP_PC_High.uasset
├── DA_RPP_PC_Low.uasset
├── DA_RPP_SteamDeck.uasset
└── DA_RPP_Switch.uasset
```
### 11.2 Configure Default CVars for Baked Lighting Fallback
In `Config/DefaultEngine.ini`:
```ini
[ConsoleVariables]
; Low-end fallback defaults (overridden by RenderPipelineManager for high-end)
r.DynamicGlobalIlluminationMethod=1 ; 1=Lumen (default for UE5)
r.Shadow.Virtual.Enable=1 ; 1=VSM (default)
r.Nanite=1 ; 1=Nanite (default)
; On PS4/Switch, these are overridden by platform .ini
```
### 11.3 Platform-Specific Config INIs
Create `Config/PS4/PS4Engine.ini`:
```ini
[ConsoleVariables]
r.DynamicGlobalIlluminationMethod=0 ; Disable Lumen on PS4
r.Shadow.Virtual.Enable=0 ; Use CSM on PS4
r.Nanite=0 ; Use LODs on PS4
sg.ShadowQuality=2 ; Medium shadows
sg.TextureQuality=2 ; Medium textures
r.ScreenPercentage=75 ; 75% resolution
r.Upscale.Quality=2 ; TAAU quality
```
Create `Config/Switch/SwitchEngine.ini`:
```ini
[ConsoleVariables]
r.DynamicGlobalIlluminationMethod=0
r.Shadow.Virtual.Enable=0
r.Nanite=0
sg.ShadowQuality=1 ; Low shadows on Switch
sg.TextureQuality=1 ; Low textures
r.ScreenPercentage=50 ; 50% resolution (docked)
r.Upscale.Quality=3 ; NIS quality
r.Streaming.PoolSize=768 ; 768MB texture pool (3.25GB RAM - system)
```
### 11.4 Set Up Baked Lightmaps for Low-End Levels
For levels that need to support Low/Medium quality presets on PS4/Switch:
1. Duplicate your level: `L_Asylum_WardA_Baked` (baked lighting variant)
2. Set all lights to **Static** (not Stationary/Movable)
3. Build lighting: `Build → Build Lighting Only`
4. Place `Lightmass Importance Volume` and `Reflection Captures`
5. Sub-level loading: on PS4/Switch, stream the baked variant; on PS5/PC, stream the Lumen variant
## 12. Updating This Document
When adding new framework systems that require Project Settings changes: