r.Mobile.UseClusteredDeferredShading
r.Mobile.UseClusteredDeferredShading is a console variable in Unreal Engine 5 (UE5). See what r.Mobile.UseClusteredDeferredShading does, its values, and how to use this cvar in the Unreal console below.
Category: Renderer · Namespace:
rHelp
Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on
Usage
Unreal console (open with ~)
> r.Mobile.UseClusteredDeferredShading 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.Mobile.Shadow.CSMShaderCullingDebugGfxVarr.Mobile.Shadow.CSMShaderCullingMethodVarr.Mobile.ShadowmapRoundUpToPowerOfTwoVarr.Mobile.SkyLightPermutationVarr.Mobile.SupportGPUSceneVarr.Mobile.SupportsGen4TAAVarr.Mobile.UseCSMShaderBranchVarr.Mobile.UseHWsRGBEncodingVarr.Mobile.UseLightStencilCullingVarr.Mobile.VirtualTexturesVarr.MobileContentScaleFactorVarr.MobileHDRVar