MinDesiredFrameRate

MinDesiredFrameRate

#Overview

name: MinDesiredFrameRate

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:304, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1678

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Minimum desired framerate setting, below this frame rate visual detail may be lowered */
	UPROPERTY(config, EditAnywhere, Category=Framerate, meta=(UIMin=0, ClampMin=0, EditCondition="!bUseFixedFrameRate"))
	float MinDesiredFrameRate;

private:
	/** Default color of selected objects in the level viewport (additive) */
	UPROPERTY(globalconfig)
	FLinearColor DefaultSelectedMaterialColor;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/GameViewportClient.cpp:1207

Scope (from outer to inner):

file
function     void UGameViewportClient::SetDropDetail

Source code excerpt:

		const bool bTimeIsManipulated = FApp::IsBenchmarking() || FApp::UseFixedTimeStep() || GEngine->bUseFixedFrameRate;
		// Drop detail if framerate is below threshold.
		GetWorld()->bDropDetail		= FrameRate < FMath::Clamp(GEngine->MinDesiredFrameRate, 1.f, 100.f) && !bTimeIsManipulated;
		GetWorld()->bAggressiveLOD	= FrameRate < FMath::Clamp(GEngine->MinDesiredFrameRate - 5.f, 1.f, 100.f) && !bTimeIsManipulated;

		// this is slick way to be able to do something based on the frametime and whether we are bound by one thing or another
#if 0
		// so where we check to see if we are above some threshold and below 150 ms (any thing above that is usually blocking loading of some sort)
		// also we don't want to do the auto trace when we are blocking on async loading
		if ((0.070 < FrameTime) && (FrameTime < 0.150) && IsAsyncLoading() == false && GetWorld()->bRequestedBlockOnAsyncLoading == false && (GetWorld()->GetTimeSeconds() > 30.0f))