sg.ViewDistanceQuality

sg.ViewDistanceQuality

#Overview

name: sg.ViewDistanceQuality

The value of this variable can be defined or overridden in .ini config files. 14 .ini config files referencing this setting variable.

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

It is referenced in 11 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of sg.ViewDistanceQuality is to control the quality level of view distance in Unreal Engine’s scalability system. This setting affects how far objects are rendered in the game world, impacting performance and visual fidelity.

This variable is primarily used by the Unreal Engine’s scalability system, which is part of the Engine module. It’s also referenced in the MovieRenderPipeline plugin and the LyraGame project, indicating its widespread use across different parts of the engine and game projects.

The value of this variable is set through various means:

  1. It can be set via configuration files (INI files).
  2. It can be modified through console commands.
  3. It can be adjusted programmatically, such as in the MovieRenderPipeline when overriding game settings.

The variable interacts closely with other scalability settings like AntiAliasingQuality, ShadowQuality, etc. They are often set together to achieve a consistent level of visual quality and performance.

Developers should be aware that:

  1. This variable uses a quality scale from 0 to 4 (low, medium, high, epic, cinematic).
  2. Changes to this variable can significantly impact performance and visual quality.
  3. It’s part of the broader scalability system and should be considered alongside other quality settings.

Best practices when using this variable include:

  1. Test thoroughly at different quality levels to ensure a good balance between performance and visual quality.
  2. Consider platform-specific defaults, as mobile devices may require lower settings than high-end PCs.
  3. Allow players to adjust this setting if possible, as view distance can greatly affect gameplay in some genres.

Regarding the associated variable CVarViewDistanceQuality: This is the actual console variable that controls the view distance quality. It’s created as a TAutoConsoleVariable and is the internal representation of sg.ViewDistanceQuality.

CVarViewDistanceQuality is used to:

  1. Set callbacks when the value changes (OnChangeViewDistanceQuality).
  2. Directly get or set the current value in C++ code.
  3. Interface with the broader scalability system.

When working with view distance quality, developers can interact with either sg.ViewDistanceQuality (typically through console commands or INI files) or CVarViewDistanceQuality (in C++ code) depending on the context and needs of their implementation.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:309, section: [IOS DeviceProfile]

Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:829, section: [Android_Low DeviceProfile]

Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:844, section: [Android_Mid DeviceProfile]

Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:858, section: [Android_High DeviceProfile]

Location: <Workspace>/Engine/Config/BaseDeviceProfiles.ini:883, section: [Android_Vulkan_SM5 DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:41, section: [Mobile DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:88, section: [IOS_Low DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:101, section: [IOS_Mid DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:128, section: [IOS_High DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:145, section: [IOS_Epic DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:501, section: [Android_Low DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:514, section: [Android_Mid DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:541, section: [Android_High DeviceProfile]

Location: <Workspace>/Projects/Lyra/Config/DefaultDeviceProfiles.ini:557, section: [Android_Epic DeviceProfile]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:38

Scope: file

Source code excerpt:


static TAutoConsoleVariable<int32> CVarViewDistanceQuality(
	TEXT("sg.ViewDistanceQuality"),
	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> CVarAntiAliasingQuality(

#Loc: <Workspace>/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Private/Graph/Nodes/MovieGraphGlobalGameOverrides.cpp:30

Scope (from outer to inner):

file
function     void UMovieGraphGlobalGameOverridesNode::BuildNewProcessCommandLineArgsImpl

Source code excerpt:

		QualityLevels.SetFromSingleQualityLevel(static_cast<int32>(ScalabilityQualityLevel));

		InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.ViewDistanceQuality={0}"), {QualityLevels.ViewDistanceQuality}));
		InOutDeviceProfileCvars.Add(FString::Format(TEXT("sg.AntiAliasingQuality={0}"), {QualityLevels.AntiAliasingQuality}));
		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}));

#Loc: <Workspace>/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Private/MoviePipelineGameOverrideSetting.cpp:162

Scope (from outer to inner):

file
function     void UMoviePipelineGameOverrideSetting::BuildNewProcessCommandLineArgsImpl

Source code excerpt:

	if (bCinematicQualitySettings)
	{
		InOutDeviceProfileCvars.Add(TEXT("sg.ViewDistanceQuality=4"));
		InOutDeviceProfileCvars.Add(TEXT("sg.AntiAliasingQuality=4"));
		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"));

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/DeviceProfiles/DeviceProfileManager.cpp:141

Scope (from outer to inner):

file
function     static void ExpandScalabilityCVar

Source code excerpt:

{
	// load scalability settings directly from ini instead of using scalability system, so as not to inadvertantly mess anything up
	// if the DP had sg.ViewDistanceQuality=3, we would read [ViewDistanceQuality@3]
	FString SectionName = FString::Printf(TEXT("%s@%s"), *CVarKey.Mid(3), *CVarValue);
	// walk over the scalability section and add them in, unless already done
	const FConfigSection* ScalabilitySection = ConfigSystem->GetSection(*SectionName, false, GScalabilityIni);
	if (ScalabilitySection != nullptr)
	{
		for (const auto& Pair : *ScalabilitySection)

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:1128

Scope (from outer to inner):

file
namespace    Scalability
function     void LoadState

Source code excerpt:

	// looks like cvars but here we just use the name for the ini
	GConfig->GetFloat(Section, TEXT("sg.ResolutionQuality"), State.ResolutionQuality, IniName);
	GConfig->GetInt(Section, TEXT("sg.ViewDistanceQuality"), State.ViewDistanceQuality, IniName);
	GConfig->GetInt(Section, TEXT("sg.AntiAliasingQuality"), State.AntiAliasingQuality, IniName);
	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);

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:1162

Scope (from outer to inner):

file
namespace    Scalability
function     void SaveState

Source code excerpt:

	// looks like cvars but here we just use the name for the ini
	GConfig->SetFloat(Section, TEXT("sg.ResolutionQuality"), State.ResolutionQuality, IniName);
	GConfig->SetInt(Section, TEXT("sg.ViewDistanceQuality"), State.ViewDistanceQuality, IniName);
	GConfig->SetInt(Section, TEXT("sg.AntiAliasingQuality"), State.AntiAliasingQuality, IniName);
	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);

#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/Settings/LyraSettingsLocal.cpp:268

Scope (from outer to inner):

file
namespace    LyraSettingsHelpers
function     void FillScalabilitySettingsFromDeviceProfile

Source code excerpt:


		Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ResolutionQuality%s"), *Suffix), Mode.Qualities.ResolutionQuality);
		Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ViewDistanceQuality%s"), *Suffix), Mode.Qualities.ViewDistanceQuality);
		Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.AntiAliasingQuality%s"), *Suffix), Mode.Qualities.AntiAliasingQuality);
		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);

#Associated Variable and Callsites

This variable is associated with another variable named CVarViewDistanceQuality. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:37

Scope: file

Source code excerpt:

	ECVF_Scalability);

static TAutoConsoleVariable<int32> CVarViewDistanceQuality(
	TEXT("sg.ViewDistanceQuality"),
	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:585

Scope (from outer to inner):

file
namespace    Scalability
function     void InitScalabilitySystem

Source code excerpt:


	CVarResolutionQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeResolutionQuality));
	CVarViewDistanceQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeViewDistanceQuality));
	CVarAntiAliasingQuality.AsVariable()->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&OnChangeAntiAliasingQuality));
	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));

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:887

Scope (from outer to inner):

file
namespace    Scalability
function     void SetQualityLevels

Source code excerpt:

	{
		SetQualityLevelCVar(CVarResolutionQuality, ClampedLevels.ResolutionQuality, GScalabilityQualityLevelsOverride.ResolutionQuality, bForce);
		SetQualityLevelCVar(CVarViewDistanceQuality, ClampedLevels.ViewDistanceQuality, GScalabilityQualityLevelsOverride.ViewDistanceQuality, bForce);
		SetQualityLevelCVar(CVarAntiAliasingQuality, ClampedLevels.AntiAliasingQuality, GScalabilityQualityLevelsOverride.AntiAliasingQuality, bForce);
		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);

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Scalability.cpp:919

Scope (from outer to inner):

file
namespace    Scalability
function     FQualityLevels GetQualityLevels

Source code excerpt:

	{
		Ret.ResolutionQuality = CVarResolutionQuality.GetValueOnGameThread();
		Ret.ViewDistanceQuality = CVarViewDistanceQuality.GetValueOnGameThread();
		Ret.AntiAliasingQuality = CVarAntiAliasingQuality.GetValueOnGameThread();
		Ret.ShadowQuality = CVarShadowQuality.GetValueOnGameThread();
		Ret.GlobalIlluminationQuality = CVarGlobalIlluminationQuality.GetValueOnGameThread();
		Ret.ReflectionQuality = CVarReflectionQuality.GetValueOnGameThread();
		Ret.PostProcessQuality = CVarPostProcessQuality.GetValueOnGameThread();
		Ret.TextureQuality = CVarTextureQuality.GetValueOnGameThread();