bSupportsHighEndRayTracingEffects
bSupportsHighEndRayTracingEffects
#Overview
name: bSupportsHighEndRayTracingEffects
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of bSupportsHighEndRayTracingEffects is to indicate whether a platform supports fully-featured ray tracing effects, including advanced features like translucent shadows.
This setting variable is primarily used in the Rendering Hardware Interface (RHI) subsystem of Unreal Engine 5. It is part of the data-driven shader platform information system, which allows the engine to determine the capabilities of different rendering platforms.
The value of this variable is set within the FGenericDataDrivenShaderPlatformInfo class, specifically in the ParseDataDrivenShaderInfo function. It is likely populated from a configuration file or platform-specific information during engine initialization.
bSupportsHighEndRayTracingEffects interacts with other ray tracing-related variables, such as bSupportsRayTracing. The GetSupportsHighEndRayTracingEffects function checks both bSupportsRayTracing and bSupportsHighEndRayTracingEffects to determine if high-end ray tracing effects are supported.
Developers must be aware that this variable is platform-specific and may affect the availability of certain advanced ray tracing features in their projects. It’s important to check this variable before attempting to use high-end ray tracing effects to ensure compatibility across different platforms.
Best practices when using this variable include:
- Always check for its support using the GetSupportsHighEndRayTracingEffects function before implementing high-end ray tracing effects.
- Provide fallback rendering options for platforms that don’t support these advanced features.
- Use this information to optimize performance by enabling or disabling certain rendering features based on the platform’s capabilities.
- Consider this variable when designing cross-platform games to ensure a consistent experience across different hardware configurations.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/Windows/DataDrivenPlatformInfo.ini:48, section: [ShaderPlatform PCD3D_SM5]
- INI Section:
ShaderPlatform PCD3D_SM5
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/Windows/DataDrivenPlatformInfo.ini:99, section: [ShaderPlatform PCD3D_SM6]
- INI Section:
ShaderPlatform PCD3D_SM6
- Raw value:
true
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Private/DataDrivenShaderPlatformInfo.cpp:227
Scope (from outer to inner):
file
function void FGenericDataDrivenShaderPlatformInfo::ParseDataDrivenShaderInfo
Source code excerpt:
GET_SECTION_BOOL_HELPER(bSupportsRayTracingIndirectInstanceData);
GET_SECTION_BOOL_HELPER(bSupportsPathTracing);
GET_SECTION_BOOL_HELPER(bSupportsHighEndRayTracingEffects);
GET_SECTION_BOOL_HELPER(bSupportsByteBufferComputeShaders);
GET_SECTION_BOOL_HELPER(bSupportsGPUScene);
GET_SECTION_BOOL_HELPER(bSupportsPrimitiveShaders);
GET_SECTION_BOOL_HELPER(bSupportsUInt64ImageAtomics);
GET_SECTION_BOOL_HELPER(bRequiresVendorExtensionsForAtomics);
GET_SECTION_BOOL_HELPER(bSupportsNanite);
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:50
Scope (from outer to inner):
file
class class FGenericDataDrivenShaderPlatformInfo
Source code excerpt:
uint32 bSupportsRayTracingTraversalStatistics : 1;
uint32 bSupportsRayTracingIndirectInstanceData : 1; // Whether instance transforms can be copied from the GPU to the TLAS instances buffer
uint32 bSupportsHighEndRayTracingEffects : 1; // Whether fully-featured RT effects can be used on the platform (with translucent shadow, etc.)
uint32 bSupportsPathTracing : 1; // Whether real-time path tracer is supported on this platform (avoids compiling unnecessary shaders)
uint32 bSupportsGPUScene : 1;
uint32 bSupportsByteBufferComputeShaders : 1;
uint32 bSupportsPrimitiveShaders : 1;
uint32 bSupportsUInt64ImageAtomics : 1;
uint32 bRequiresVendorExtensionsForAtomics : 1;
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:389
Scope (from outer to inner):
file
class class FGenericDataDrivenShaderPlatformInfo
function static const bool GetSupportsHighEndRayTracingEffects
Source code excerpt:
{
check(IsValid(Platform));
return Infos[Platform].bSupportsRayTracing && Infos[Platform].bSupportsHighEndRayTracingEffects;
}
static FORCEINLINE_DEBUGGABLE const bool GetSupportsComputeFramework(const FStaticShaderPlatform Platform)
{
check(IsValid(Platform));
return Infos[Platform].bSupportsComputeFramework;