Files
UnrealEngine/Engine/Config/Windows/BaseWindowsEngine.ini
2025-05-18 13:04:45 +08:00

63 lines
1.9 KiB
INI

[Audio]
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioCaptureModuleName=AudioCaptureWasapi
AudioMixerModuleName=AudioMixerXAudio2
PlatformFormat=OGG
PlatformStreamingFormat=OGG
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=-3
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[SystemSettings]
r.setres=1280x720
framepro.ScopeMinTimeMicroseconds=10
fx.NiagaraAllowRuntimeScalabilityChanges=1
;Perplatform to PerQualityLevel conversion mapping for platform groups
QualityLevelMapping="high"
; Enable single RHI thread stall for D3D11
r.Occlusion.SingleRHIThreadStall=1
r.Nanite.Streaming.ReservedResources=1
D3D12.Bindless.ResourceDescriptorHeapSize=32768
D3D12.Bindless.SamplerDescriptorHeapSize=2048
r.PSOPrecache.GlobalShaders=1
r.VRS.EnableSoftware=1
r.VRS.ContrastAdaptiveShading=1
[PlatformCrypto]
PlatformRequiresDataCrypto=True
[/Script/Engine.RendererSettings]
r.Shaders.RemoveUnusedInterpolators=1
r.Shadow.DetectVertexShaderLayerAtRuntime=1
[OnlineSubsystem]
LocalPlatformName=WIN
[DeviceProfileManager]
DeviceProfileSelectionModule="WindowsDeviceProfileSelector"
[ShaderPlatformConfig PCD3D_SM5]
BindlessConfiguration=Disabled
MaxClosuresPerPixel=1
[ShaderPlatformConfig PCD3D_SM6]
BindlessConfiguration=RayTracing
[ShaderPlatformConfig VULKAN_SM5]
BindlessConfiguration=Disabled
MaxClosuresPerPixel=1
[ShaderPlatformConfig VULKAN_SM6]
; Bindless is necessary for Vulkan ray tracing
BindlessConfiguration=All
[/Script/WindowsRuntimeSettings.WindowsRuntimeSettings]
MaxNumTlsSlots=2048
MaxNumThreadsWithTlsSlots=512
[ConsoleVariables]
WindowsApplication.UseWorkerThreadForRawInput=true