PercentageUnusedShaderCompilingThreads

PercentageUnusedShaderCompilingThreads

#Overview

name: PercentageUnusedShaderCompilingThreads

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 1 C++ source file.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:1960, section: [DevOptions.Shaders]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp:5878

Scope (from outer to inner):

file
function     void FShaderCompilingManager::CalculateNumberOfCompilingThreads

Source code excerpt:

	{
		// Reserve a percentage of the threads for general background work.
		float PercentageUnusedShaderCompilingThreads;
		verify(GConfig->GetFloat(TEXT("DevOptions.Shaders"), TEXT("PercentageUnusedShaderCompilingThreads"), PercentageUnusedShaderCompilingThreads, GEngineIni));

		// ensure we get a valid multiplier.
		PercentageUnusedShaderCompilingThreads = FMath::Clamp(PercentageUnusedShaderCompilingThreads, 0.0f, 100.0f) / 100.0f;

		NumUnusedShaderCompilingThreads = FMath::CeilToInt(NumVirtualCores * PercentageUnusedShaderCompilingThreads);
		NumUnusedShaderCompilingThreadsDuringGame = NumUnusedShaderCompilingThreads;
	}

	// Use all the cores on the build machines.
	if (GForceAllCoresForShaderCompiling != 0)
	{