r.Shadow.MaxCSMResolution
r.Shadow.MaxCSMResolution
#Overview
name: r.Shadow.MaxCSMResolution
The value of this variable can be defined or overridden in .ini config files. 20
.ini config files referencing this setting variable.
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Max square dimensions (in texels) allowed for rendering Cascaded Shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
<Workspace>/Engine/Config/BaseDeviceProfiles.ini:898, section: [Android_Vulkan_SM5 DeviceProfile]
<Workspace>/Engine/Config/BaseScalability.ini:132, section: [ShadowQuality@0]
<Workspace>/Engine/Config/BaseScalability.ini:156, section: [ShadowQuality@1]
<Workspace>/Engine/Config/BaseScalability.ini:180, section: [ShadowQuality@2]
<Workspace>/Engine/Config/BaseScalability.ini:207, section: [ShadowQuality@3]
<Workspace>/Engine/Config/BaseScalability.ini:234, section: [ShadowQuality@Cine]
<Workspace>/Engine/Config/Android/AndroidScalability.ini:50, section: [ShadowQuality@0]
<Workspace>/Engine/Config/Android/AndroidScalability.ini:59, section: [ShadowQuality@1]
<Workspace>/Engine/Config/Android/AndroidScalability.ini:68, section: [ShadowQuality@2]
<Workspace>/Engine/Config/Android/AndroidScalability.ini:77, section: [ShadowQuality@3]
<Workspace>/Engine/Config/IOS/IOSScalability.ini:50, section: [ShadowQuality@0]
<Workspace>/Engine/Config/IOS/IOSScalability.ini:59, section: [ShadowQuality@1]
<Workspace>/Engine/Config/IOS/IOSScalability.ini:68, section: [ShadowQuality@2]
<Workspace>/Engine/Config/IOS/IOSScalability.ini:77, section: [ShadowQuality@3]
<Workspace>/Projects/Lyra/Config/Android/AndroidScalability.ini:21, section: [ShadowQuality@1]
<Workspace>/Projects/Lyra/Config/Android/AndroidScalability.ini:26, section: [ShadowQuality@2]
<Workspace>/Projects/Lyra/Config/Android/AndroidScalability.ini:31, section: [ShadowQuality@3]
<Workspace>/Projects/Lyra/Config/IOS/IOSScalability.ini:21, section: [ShadowQuality@1]
<Workspace>/Projects/Lyra/Config/IOS/IOSScalability.ini:26, section: [ShadowQuality@2]
<Workspace>/Projects/Lyra/Config/IOS/IOSScalability.ini:31, section: [ShadowQuality@3]
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Core/Private/HAL/ConsoleManager.cpp:3868
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarShadowMaxCSMShadowResolution(
TEXT("r.Shadow.MaxCSMResolution"),
2048,
TEXT("Max square dimensions (in texels) allowed for rendering Cascaded Shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost."),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarShadowCSMTransitionScale(
TEXT("r.Shadow.CSM.TransitionScale"),
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:763
Scope (from outer to inner):
file
function void ScalabilityCVarsSinkCallback
Source code excerpt:
{
static const auto* MaxCSMShadowResolution = ConsoleMan.FindTConsoleVariableDataInt(TEXT("r.Shadow.MaxCSMResolution"));
LocalScalabilityCVars.MaxCSMShadowResolution = MaxCSMShadowResolution->GetValueOnGameThread();
}
{
static const auto ViewDistanceScale = ConsoleMan.FindTConsoleVariableDataFloat(TEXT("r.ViewDistanceScale"));
static const auto ApplySecondaryViewDistanceScale = ConsoleMan.FindTConsoleVariableDataInt(TEXT("r.ViewDistanceScale.ApplySecondaryScale"));