r.MinScreenRadiusForLights

r.MinScreenRadiusForLights

#Overview

name: r.MinScreenRadiusForLights

This variable is created as a Console Variable (cvar).

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;