r.AmbientOcclusion.Compute
r.AmbientOcclusion.Compute is a console variable in Unreal Engine 5 (UE5). See what r.AmbientOcclusion.Compute does, its values, and how to use this cvar in the Unreal console below.
rHelp
If SSAO should use ComputeShader (not available on all platforms) or PixelShader. The [Async] Compute Shader version is WIP, not optimized, requires hardware support (not mobile/DX10/OpenGL3), does not use normals which allows it to run right after EarlyZPass (better performance when used with AyncCompute) AyncCompute is currently only functional on PS4. 0: PixelShader (default) 1: (WIP) Use ComputeShader if possible, otherwise fall back to \'0\' 2: (WIP) Use AsyncCompute if efficient, otherwise fall back to \'1\' 3: (WIP) Use AsyncCompute if possible, otherwise fall back to \'1\'
Usage
> r.AmbientOcclusion.Compute 1Console variables take a value. Replace 1 with the setting you need. Run it with no value to print the current one.
Related in r
r.AllowSimpleLightsVarr.AllowStaticLightingVarr.AllowSubPrimitiveQueriesVarr.AllowTexture2DArrayCreationVarr.AlsoUseSphereForFrustumCullVarr.AmbientOcclusion.AsyncComputeBudgetVarr.AmbientOcclusion.Compute.SmoothVarr.AmbientOcclusion.DenoiserVarr.AmbientOcclusion.Denoiser.HistoryConvolution.KernelSpreadFactorVarr.AmbientOcclusion.Denoiser.HistoryConvolution.SampleCountVarr.AmbientOcclusion.Denoiser.KernelSpreadFactorVarr.AmbientOcclusion.Denoiser.PreConvolutionVar