r.SkinCache.RecomputeTangentsParallelDispatch
r.SkinCache.RecomputeTangentsParallelDispatch is a console variable in Unreal Engine 5 (UE5). See what r.SkinCache.RecomputeTangentsParallelDispatch does, its values, and how to use this cvar in the Unreal console below.
Category: Renderer · Namespace:
rHelp
This option enables parallel dispatches for recompute tangents. 0: off (default), triangle pass is interleaved with vertex pass, requires resource barriers in between. 1: on, batch triangle passes together, resource barrier, followed by vertex passes together, cost more memory.
Usage
Unreal console (open with ~)
> r.SkinCache.RecomputeTangentsParallelDispatch 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.SkinCache.MemoryLimitForBatchedRayTracingGeometryUpdatesVarr.SkinCache.ModeVarr.SkinCache.NumTangentIntermediateBuffersVarr.SkinCache.PrintMemorySummaryVarr.SkinCache.RayTracingUseTransientForScratchVarr.SkinCache.RecomputeTangentsVarr.SkinCache.SceneMemoryLimitInMBVarr.SkipRedundantTransformUpdateVarr.SkyAtmosphereVarr.SkyAtmosphere.AerialPerspective.DepthTestVarr.SkyAtmosphere.AerialPerspectiveLUT.DepthVarr.SkyAtmosphere.AerialPerspectiveLUT.DepthResolutionVar