sg.ReflectionQuality
sg.ReflectionQuality
#Overview
name: sg.ReflectionQuality
The value of this variable can be defined or overridden in .ini config files. 5
.ini config files referencing this setting variable.
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3
It is referenced in 10
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of sg.ReflectionQuality is to control the quality level of reflections in the Unreal Engine rendering system. This setting variable is part of the scalability system, which allows developers to adjust various graphical settings to optimize performance across different hardware configurations.
Unreal Engine’s rendering system relies on this setting variable to determine the level of detail and quality for reflections in the game. It is primarily used in the Engine module, as seen in the Scalability.cpp file.
The value of this variable is set in several ways:
- Through the console variable system (CVarReflectionQuality)
- By loading from configuration files (in the Scalability::LoadState function)
- By saving to configuration files (in the Scalability::SaveState function)
- Through the MovieRenderPipeline plugin for high-quality rendering in cinematics
- In the Lyra project’s settings (LyraSettingsLocal.cpp)
The associated variable CVarReflectionQuality interacts directly with sg.ReflectionQuality. They share the same value and are used interchangeably in the code.
Developers should be aware that:
- This variable uses a scale from 0 to 4, where 0 is low quality, and 4 is cinematic quality.
- Changing this value can impact performance, especially on lower-end hardware.
- It’s part of a larger scalability system, so it should be considered alongside other quality settings.
Best practices when using this variable include:
- Providing user-facing options to adjust this setting for better performance customization.
- Using presets (low, medium, high, epic, cinematic) rather than exposing raw values to users.
- Testing the impact of different values on various hardware configurations to ensure a good balance between visual quality and performance.
Regarding the associated variable CVarReflectionQuality: Its purpose is to provide a console variable interface for the sg.ReflectionQuality setting. It allows for runtime changes and easy access through the console system. CVarReflectionQuality is used in the same subsystems and modules as sg.ReflectionQuality, primarily in the Engine’s scalability system. Developers should be aware that changing CVarReflectionQuality will directly affect sg.ReflectionQuality and vice versa. Best practices for CVarReflectionQuality include using it for debugging and testing purposes, and ensuring that any changes made through this variable are properly reflected in the game’s settings UI if applicable.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:308, section: [IOS DeviceProfile]
- INI Section:
IOS DeviceProfile
- Raw value:
1
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:833, section: [Android_Low DeviceProfile]
- INI Section:
Android_Low DeviceProfile
- Raw value:
0
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:848, section: [Android_Mid DeviceProfile]
- INI Section:
Android_Mid DeviceProfile
- Raw value:
1
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:862, section: [Android_High DeviceProfile]
- INI Section:
Android_High DeviceProfile
- Raw value:
2
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:887, section: [Android_Vulkan_SM5 DeviceProfile]
- INI Section:
Android_Vulkan_SM5 DeviceProfile
- Raw value:
2
- 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/Scalability.cpp:66
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarReflectionQuality(
TEXT("sg.ReflectionQuality"),
Scalability::DefaultQualityLevel,
TEXT("Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n")
TEXT(" 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"),
ECVF_ScalabilityGroup | ECVF_Preview);
static TAutoConsoleVariable<int32> CVarPostProcessQuality(
#Loc: <Workspace>/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Private/Graph/Nodes/MovieGraphGlobalGameOverrides.cpp:34
Scope (from outer to inner):
file
function void UMovieGraphGlobalGameOverridesNode::BuildNewProcessCommandLineArgsImpl
Source code excerpt:
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.ShadowQuality={0}"), {QualityLevels.ShadowQuality}));
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.GlobalIlluminationQuality={0}"), {QualityLevels.GlobalIlluminationQuality}));
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.ReflectionQuality={0}"), {QualityLevels.ReflectionQuality}));
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.PostProcessQuality={0}"), {QualityLevels.PostProcessQuality}));
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.TextureQuality={0}"), {QualityLevels.TextureQuality}));
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.EffectsQuality={0}"), {QualityLevels.EffectsQuality}));
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.FoliageQuality={0}"), {QualityLevels.FoliageQuality}));
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.ShadingQuality={0}"), {QualityLevels.ShadingQuality}));
InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.LandscapeQuality={0}"), {QualityLevels.LandscapeQuality}));
#Loc: <Workspace>/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Private/MoviePipelineGameOverrideSetting.cpp:166
Scope (from outer to inner):
file
function void UMoviePipelineGameOverrideSetting::BuildNewProcessCommandLineArgsImpl
Source code excerpt:
InOutDeviceProfileCvars.Add(TEXT("sg.ShadowQuality=4"));
InOutDeviceProfileCvars.Add(TEXT("sg.GlobalIlluminationQuality=4"));
InOutDeviceProfileCvars.Add(TEXT("sg.ReflectionQuality=4"));
InOutDeviceProfileCvars.Add(TEXT("sg.PostProcessQuality=4"));
InOutDeviceProfileCvars.Add(TEXT("sg.TextureQuality=4"));
InOutDeviceProfileCvars.Add(TEXT("sg.EffectsQuality=4"));
InOutDeviceProfileCvars.Add(TEXT("sg.FoliageQuality=4"));
InOutDeviceProfileCvars.Add(TEXT("sg.ShadingQuality=4"));
}
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:1132
Scope (from outer to inner):
file
namespace Scalability
function void LoadState
Source code excerpt:
GConfig->GetInt(Section, TEXT("sg.ShadowQuality"), State.ShadowQuality, IniName);
GConfig->GetInt(Section, TEXT("sg.GlobalIlluminationQuality"), State.GlobalIlluminationQuality, IniName);
GConfig->GetInt(Section, TEXT("sg.ReflectionQuality"), State.ReflectionQuality, IniName);
GConfig->GetInt(Section, TEXT("sg.PostProcessQuality"), State.PostProcessQuality, IniName);
GConfig->GetInt(Section, TEXT("sg.TextureQuality"), State.TextureQuality, IniName);
GConfig->GetInt(Section, TEXT("sg.EffectsQuality"), State.EffectsQuality, IniName);
GConfig->GetInt(Section, TEXT("sg.FoliageQuality"), State.FoliageQuality, IniName);
GConfig->GetInt(Section, TEXT("sg.ShadingQuality"), State.ShadingQuality, IniName);
GConfig->GetInt(Section, TEXT("sg.LandscapeQuality"), State.LandscapeQuality, IniName);
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:1166
Scope (from outer to inner):
file
namespace Scalability
function void SaveState
Source code excerpt:
GConfig->SetInt(Section, TEXT("sg.ShadowQuality"), State.ShadowQuality, IniName);
GConfig->SetInt(Section, TEXT("sg.GlobalIlluminationQuality"), State.GlobalIlluminationQuality, IniName);
GConfig->SetInt(Section, TEXT("sg.ReflectionQuality"), State.ReflectionQuality, IniName);
GConfig->SetInt(Section, TEXT("sg.PostProcessQuality"), State.PostProcessQuality, IniName);
GConfig->SetInt(Section, TEXT("sg.TextureQuality"), State.TextureQuality, IniName);
GConfig->SetInt(Section, TEXT("sg.EffectsQuality"), State.EffectsQuality, IniName);
GConfig->SetInt(Section, TEXT("sg.FoliageQuality"), State.FoliageQuality, IniName);
GConfig->SetInt(Section, TEXT("sg.ShadingQuality"), State.ShadingQuality, IniName);
GConfig->SetInt(Section, TEXT("sg.LandscapeQuality"), State.LandscapeQuality, IniName);
#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/Settings/LyraSettingsLocal.cpp:272
Scope (from outer to inner):
file
namespace LyraSettingsHelpers
function void FillScalabilitySettingsFromDeviceProfile
Source code excerpt:
Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ShadowQuality%s"), *Suffix), Mode.Qualities.ShadowQuality);
Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.GlobalIlluminationQuality%s"), *Suffix), Mode.Qualities.GlobalIlluminationQuality);
Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ReflectionQuality%s"), *Suffix), Mode.Qualities.ReflectionQuality);
Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.PostProcessQuality%s"), *Suffix), Mode.Qualities.PostProcessQuality);
Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.TextureQuality%s"), *Suffix), Mode.Qualities.TextureQuality);
Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.EffectsQuality%s"), *Suffix), Mode.Qualities.EffectsQuality);
Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.FoliageQuality%s"), *Suffix), Mode.Qualities.FoliageQuality);
Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ShadingQuality%s"), *Suffix), Mode.Qualities.ShadingQuality);
}
#Associated Variable and Callsites
This variable is associated with another variable named CVarReflectionQuality
. They share the same value. See the following C++ source code.
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:65
Scope: file
Source code excerpt:
ECVF_ScalabilityGroup | ECVF_Preview);
static TAutoConsoleVariable<int32> CVarReflectionQuality(
TEXT("sg.ReflectionQuality"),
Scalability::DefaultQualityLevel,
TEXT("Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n")
TEXT(" 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"),
ECVF_ScalabilityGroup | ECVF_Preview);
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:589
Scope (from outer to inner):
file
namespace Scalability
function void InitScalabilitySystem
Source code excerpt:
CVarShadowQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeShadowQuality));
CVarGlobalIlluminationQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeGlobalIlluminationQuality));
CVarReflectionQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeReflectionQuality));
CVarPostProcessQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangePostProcessQuality));
CVarTextureQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeTextureQuality));
CVarEffectsQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeEffectsQuality));
CVarFoliageQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeFoliageQuality));
CVarShadingQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeShadingQuality));
CVarLandscapeQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeLandscapeQuality));
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:891
Scope (from outer to inner):
file
namespace Scalability
function void SetQualityLevels
Source code excerpt:
SetQualityLevelCVar(CVarShadowQuality, ClampedLevels.ShadowQuality, GScalabilityQualityLevelsOverride.ShadowQuality, bForce);
SetQualityLevelCVar(CVarGlobalIlluminationQuality, ClampedLevels.GlobalIlluminationQuality, GScalabilityQualityLevelsOverride.GlobalIlluminationQuality, bForce);
SetQualityLevelCVar(CVarReflectionQuality, ClampedLevels.ReflectionQuality, GScalabilityQualityLevelsOverride.ReflectionQuality, bForce);
SetQualityLevelCVar(CVarPostProcessQuality, ClampedLevels.PostProcessQuality, GScalabilityQualityLevelsOverride.PostProcessQuality, bForce);
SetQualityLevelCVar(CVarTextureQuality, ClampedLevels.TextureQuality, GScalabilityQualityLevelsOverride.TextureQuality, bForce);
SetQualityLevelCVar(CVarEffectsQuality, ClampedLevels.EffectsQuality, GScalabilityQualityLevelsOverride.EffectsQuality, bForce);
SetQualityLevelCVar(CVarFoliageQuality, ClampedLevels.FoliageQuality, GScalabilityQualityLevelsOverride.FoliageQuality, bForce);
SetQualityLevelCVar(CVarShadingQuality, ClampedLevels.ShadingQuality, GScalabilityQualityLevelsOverride.ShadingQuality, bForce);
SetQualityLevelCVar(CVarLandscapeQuality, ClampedLevels.LandscapeQuality, GScalabilityQualityLevelsOverride.LandscapeQuality, bForce);
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:923
Scope (from outer to inner):
file
namespace Scalability
function FQualityLevels GetQualityLevels
Source code excerpt:
Ret.ShadowQuality = CVarShadowQuality.GetValueOnGameThread();
Ret.GlobalIlluminationQuality = CVarGlobalIlluminationQuality.GetValueOnGameThread();
Ret.ReflectionQuality = CVarReflectionQuality.GetValueOnGameThread();
Ret.PostProcessQuality = CVarPostProcessQuality.GetValueOnGameThread();
Ret.TextureQuality = CVarTextureQuality.GetValueOnGameThread();
Ret.EffectsQuality = CVarEffectsQuality.GetValueOnGameThread();
Ret.FoliageQuality = CVarFoliageQuality.GetValueOnGameThread();
Ret.ShadingQuality = CVarShadingQuality.GetValueOnGameThread();
Ret.LandscapeQuality = CVarLandscapeQuality.GetValueOnGameThread();