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Render thread proxy that holds the heuristic for dynamic resolution.
| Name | FDynamicResolutionHeuristicProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/DynamicResolutionProxy.h |
| Include Path | #include "DynamicResolutionProxy.h" |
Syntax
class FDynamicResolutionHeuristicProxy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDynamicResolutionHeuristicProxy() |
DynamicResolutionProxy.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FDynamicResolutionHeuristicProxy() |
DynamicResolutionProxy.h |
Structs
| Name | Remarks |
|---|---|
| FrameHistoryEntry |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BudgetHistorySizes | DynamicRenderScaling::TMap< int32 > | DynamicResolutionProxy.h | ||
| CurrentFrameMaxResolutionFractions | DynamicRenderScaling::TMap< float > | DynamicResolutionProxy.h | ||
| CurrentFrameResolutionFractions | DynamicRenderScaling::TMap< float > | Current frame's view fraction. | DynamicResolutionProxy.h | |
| History | TArray< FrameHistoryEntry > | Circular buffer of the history. | DynamicResolutionProxy.h | |
| HistorySize | int32 | DynamicResolutionProxy.h | ||
| IgnoreFrameRemainingCount | int32 | Number of frames remaining to ignore. | DynamicResolutionProxy.h | |
| NumberOfFramesSinceScreenPercentageChange | int32 | Counts the number of frame since the last screen percentage change. | DynamicResolutionProxy.h | |
| PreviousFrameIndex | int32 | DynamicResolutionProxy.h | ||
| TemporalUpscalerMaxResolutionFraction | float | DynamicResolutionProxy.h | ||
| TemporalUpscalerMinResolutionFraction | float | Minimum and maximum resolution fractions supported by the main view family's third-party temporal upscaler. | DynamicResolutionProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreateNewPreviousFrameTimings_RenderThread
(
float GameThreadTimeMs, |
Create a new previous frame and feeds its timings. | DynamicResolutionProxy.h | |
DynamicRenderScaling::TMap< float > GetResolutionFractionsApproximation_GameThread() |
Returns a non thread safe approximation of the current resolution fraction applied on render thread. | DynamicResolutionProxy.h | |
DynamicRenderScaling::TMap< float > GetResolutionFractionUpperBounds() |
Returns the view fraction upper bound. | DynamicResolutionProxy.h | |
DynamicRenderScaling::TMap< float > QueryCurrentFrameResolutionFractions() |
Returns the view fraction that should be used for current frame. | DynamicResolutionProxy.h | |
void RefreshCurrentFrameResolutionFraction_RenderThread() |
Refresh resolution fraction's from history. | DynamicResolutionProxy.h | |
void Reset_RenderThread() |
Resets the proxy. | DynamicResolutionProxy.h | |
void SetTemporalUpscaler
(
const UE::Renderer::Private::ITemporalUpscaler* InTemporalUpscaler |
Applies the minimum/maximum resolution fraction for a third-party temporal upscaler. | DynamicResolutionProxy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TSharedPtr< class IDynamicResolutionState > CreateDefaultState() |
Creates a default dynamic resolution state using this proxy that queries GPU timing from the RHI. | DynamicResolutionProxy.h |