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]
- INI Section:
DevOptions.Shaders
- Raw value:
50
- Is Array:
False
#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)
{