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API > API/Runtime > API/Runtime/RenderCore
References
| Module | RenderCore |
| Header | /Engine/Source/Runtime/RenderCore/Public/DynamicRenderScaling.h |
| Include | #include "DynamicRenderScaling.h" |
Syntax
struct FHeuristicSettings
Remarks
Represent an independent budget to dynamically scale by its own.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bModelScalesWithPrimaryScreenPercentage | ||
| float | BudgetMs | ||
| float | ChangeThreshold | ||
| int32 | FractionQuantization | ||
| float | IncreaseAmortizationFactor | ||
| float | MaxResolutionFraction | ||
| float | MinResolutionFraction | ||
| EHeuristicModel | Model | ||
| float | TargetedHeadRoom | ||
| float | ThrottlingMaxResolutionFraction | ||
| int32 | UpperBoundQuantization |
Functions
| Type | Name | Description | |
|---|---|---|---|
| float | CorrectNewResolutionFraction
(
float CurrentResolutionFraction, |
Corrects new resolution fraction to ensure it's within bounds, honor AmortizationFactor and FractionQuantization. | |
| bool | DoesResolutionChangeEnough
(
float CurrentResolutionFraction, |
Returns whether the ResolutionFraction is changing meaningfully enough. | |
| float | EstimateCostScale
(
float ResolutionFraction |
Returns how much the GPU cost scales for a given ResolutionFraction. | |
| float | EstimateResolutionFactor
(
float TargetMs, |
Returns how much the ResolutionFraction should scale for a GPU timing to fit to target. | |
| float | EstimateTimeFactor
(
float CurrentResolutionFraction, |
Returns how much the GPU time should scale between two different resolution fraction. | |
| float | GetTargetedMs
(
float BudgetMs |
Returns the desired GPU cost to be targeted to have head room left to not go over budget. | |
| bool | IsEnabled () |
Returns whether the heuristic is enabled or not. |