r.MinScreenRadiusForLights
r.MinScreenRadiusForLights
#Overview
name: r.MinScreenRadiusForLights
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Threshold below which lights will be culled.
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/RendererSettings.h:355
Scope (from outer to inner):
file
class class URendererSettings : public UDeveloperSettings
Source code excerpt:
UPROPERTY(config, EditAnywhere, Category=Culling, meta=(
ConsoleVariable="r.MinScreenRadiusForLights",DisplayName="Min Screen Radius for Lights",
ToolTip="Screen radius at which lights are culled. Larger values can improve performance but causes lights to pop off when they affect a small area of the screen."))
float MinScreenRadiusForLights;
UPROPERTY(config, EditAnywhere, Category=Culling, meta=(
ConsoleVariable="r.MinScreenRadiusForDepthPrepass",DisplayName="Min Screen Radius for Early Z Pass",
ToolTip="Screen radius at which objects are culled for the early Z pass. Larger values can improve performance but very large values can degrade performance if large occluders are not rendered."))
#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp:64
Scope: file
Source code excerpt:
float GMinScreenRadiusForLights = 0.03f;
static FAutoConsoleVariableRef CVarMinScreenRadiusForLights(
TEXT("r.MinScreenRadiusForLights"),
GMinScreenRadiusForLights,
TEXT("Threshold below which lights will be culled."),
ECVF_RenderThreadSafe
);
float GMinScreenRadiusForDepthPrepass = 0.03f;