Renderer
All 2,471 Unreal Engine 5 console variables and commands in the Renderer category. Search and filter below, then open any for its own page.
60 results in Renderer (loading full index…)
r.AllowCachedUniformExpressionsVarAllow uniform expressions to be cached.
Rendererr.AllowClearLightSceneExtentsOnlyVarNo description provided.
Rendererr.AllowDepthBoundsTestVarIf true, use enable depth bounds test when rendering defered lights.
Rendererr.AllowGlobalClipPlaneVarEnables mesh shaders to support a global clip plane, needed for planar reflections, which adds about 15% BasePass GPU cost on PS4.
Rendererr.AllowHDRVarCreates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default) 1: Allow HDR, if supported by the platform and display
Rendererr.AllowLandscapeShadowsVarAllow Landscape Shadows
Rendererr.AllowMultiGPUInEditorVarEnable experimental multi-GPU support in editor
Rendererr.AllowOcclusionQueriesVarIf zero, occlusion queries will not be used to cull primitives.
Rendererr.AllowPointLightCubemapShadowsVarWhen 0, will prevent point light cube map shadows from being used and the light will be unshadowed.
Rendererr.AllowPrecomputedVisibilityVarIf zero, precomputed visibility will not be used to cull primitives.
Rendererr.AllowSimpleLightsVarIf true, we allow simple (ie particle) lights
Rendererr.AllowStaticLightingVarWhether to allow any static lighting to be generated and used, like lightmaps and shadowmaps. Games that only use dynamic lighting should set this to 0 to save some static lighting overhead.
Rendererr.AllowSubPrimitiveQueriesVarEnables sub primitive queries, currently only used by hierarchical instanced static meshes. 1: Enable, 0 Disabled. When disabled, one query is used for the entire proxy.
Rendererr.AllowTexture2DArrayCreationVarEnable UTexture2DArray assets
Rendererr.AlsoUseSphereForFrustumCullVarPerformance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling.
Rendererr.AmbientOcclusion.AsyncComputeBudgetVarDefines which level of EAsyncComputeBudget to use for balancing AsyncCompute work against Gfx work. Only matters if the compute version of SSAO is active (requires CS support, enabled by cvar, single pass, no normals) This is a low level developer tweak to get best performance on hardware that supports AsyncCompute. 0: least AsyncCompute 1: .. (default) 2: .. 3: .. 4: most AsyncCompute
Rendererr.AmbientOcclusion.ComputeVarIf 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\'
Rendererr.AmbientOcclusion.Compute.SmoothVarWhether to smooth SSAO output when TAA is disabled
Rendererr.AmbientOcclusion.DenoiserVarChoose the denoising algorithm. 0: Disabled; 1: Forces the default denoiser of the renderer; 2: GScreenSpaceDenoiser witch may be overriden by a third party plugin (default).
Rendererr.AmbientOcclusion.Denoiser.HistoryConvolution.KernelSpreadFactorVarMultiplication factor applied on the kernel sample offset (default = 7).
Rendererr.AmbientOcclusion.Denoiser.HistoryConvolution.SampleCountVarNumber of samples to use for history post filter (default = 16).
Rendererr.AmbientOcclusion.Denoiser.KernelSpreadFactorVarSpread factor of the preconvolution passes.
Rendererr.AmbientOcclusion.Denoiser.PreConvolutionVarNumber of pre-convolution passes (default = 1).
Rendererr.AmbientOcclusion.Denoiser.ReconstructionSamplesVarMaximum number of samples for the reconstruction pass (default = 16).
Rendererr.AmbientOcclusion.Denoiser.TemporalAccumulationVarAccumulates the samples over multiple frames.
Rendererr.AmbientOcclusion.DepthBoundsTestVarWhether to use depth bounds test to cull distant pixels during AO pass. This option is only valid when pixel shader path is used (r.AmbientOcclusion.Compute=0), without upsampling.
Rendererr.AmbientOcclusion.FadeRadiusScaleVarAllows to scale the ambient occlusion fade radius (SSAO). 0.01:smallest .. 1.0:normal (default), <1:smaller, >1:larger
Rendererr.AmbientOcclusion.MethodVarSelect between SSAO methods 0: SSAO (default) 1: GTAO
Rendererr.AmbientOcclusionLevelsVarDefines how many mip levels are using during the ambient occlusion calculation. This is useful when tweaking the algorithm. <0: decide based on the quality setting in the postprocess settings/volume and r.AmbientOcclusionMaxQuality (default) 0: none (disable AmbientOcclusion) 1: one 2: two (costs extra performance, soft addition) 3: three (larger radius cost less but can flicker)
Rendererr.AmbientOcclusionMaxQualityVarDefines the max clamping value from the post process volume\'s quality level for ScreenSpace Ambient Occlusion 100: don\'t override quality level from the post process volume (default) 0..99: clamp down quality level from the post process volume to the maximum set by this cvar -100..0: Enforces a different quality (the absolute value) even if the postprocessvolume asks for a lower quality.
Rendererr.AmbientOcclusionMipLevelFactorVarControls mipmap level according to the SSAO step id 0: always look into the HZB mipmap level 0 (memory cache trashing) 0.5: sample count depends on post process settings (default) 1: Go into higher mipmap level (quality loss)
Rendererr.AmbientOcclusionRadiusScaleVarAllows to scale the ambient occlusion radius (SSAO). 0:off, 1.0:normal, <1:smaller, >1:larger
Rendererr.AmbientOcclusionStaticFractionVarAllows to override the Ambient Occlusion Static Fraction (see post process volume). Fractions are between 0 and 1. <0: use default setting (default -1) 0: no effect on static lighting, 0 is free meaning no extra rendering pass 1: AO affects the stat lighting
Rendererr.Android.DisableASTCSupportVarDisable support for ASTC Texture compression if OpenGL driver supports it. (Android Only) 0 = ASTC texture compression will be used if driver supports it [default] 1 = ASTC texture compression will not be used.
Rendererr.Android.DisableOpenGLES31SupportVarDisable support for OpenGLES 3.1 API. (Android Only) 0 = OpenGLES 3.1 API will be used (providing device and project supports it) [default] 1 = OpenGLES 3.1 will be disabled, Vulkan will be used.
Rendererr.Android.DisableVulkanSM5SupportVarDisable support for vulkan API. (Android Only) 0 = Vulkan SM5 API will be used (providing device and project supports it) [default] 1 = Vulkan SM5 will be disabled, Vulkan or OpenGL fall back will be used.
Rendererr.Android.DisableVulkanSupportVarDisable support for vulkan API. (Android Only) 0 = vulkan API will be used (providing device and project supports it) [default] 1 = vulkan will be disabled, opengl fall back will be used.
Rendererr.Android.OverrideExternalTextureSupportVarOverride external texture support for OpenGLES API. (Android Only) 0 = normal detection used [default] 1 = disable external texture support 2 = force ImageExternal100 (version #100 with GL_OES_EGL_image_external) 3 = force ImageExternal300 (version #300 with GL_OES_EGL_image_external) 4 = force ImageExternalESSL300 (version #300 with GL_OES_EGL_image_external_essl3)
Rendererr.AndroidDisableThreadedRenderingVarSets whether or not to allow threaded rendering for a particular Android device profile. 0 = Allow threaded rendering [default] 1 = Disable creation of render thread on startup
Rendererr.AndroidDisableThreadedRenderingFirstLoadVarSets whether or not to allow threaded rendering for a particular Android device profile on the initial load. 0 = Allow threaded rendering on the initial load [default] 1 = Disable threaded rendering on the initial load
Rendererr.AnisotropicMaterialsVarWhether anisotropic BRDF is used for material with anisotropy.
Rendererr.AntiAliasingMethodVarEngine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override) 0: off (no anti-aliasing) 1: Fast Approximate Anti-Aliasing (FXAA) 2: Temporal Anti-Aliasing (TAA) 3: Multisample Anti-Aliasing (MSAA, Only available on the desktop forward renderer) 4: Temporal Super-Resolution (TSR, Default)
Rendererr.AOApplyToStaticIndirectVarWhether to apply DFAO as indirect shadowing even to static indirect sources (lightmaps + stationary skylight + reflection captures)
Rendererr.AOAsyncBuildQueueVarWhether to asynchronously build distance field volume data from meshes.
Rendererr.AOAverageObjectsPerCullTileVarDetermines how much memory should be allocated in distance field object culling data structures. Too much = memory waste, too little = flickering due to buffer overflow.
Rendererr.AOClearHistoryVarNo description provided.
Rendererr.AOComputeShaderNormalCalculationVarWhether to use the compute shader version of the distance field normal computation.
Rendererr.AOGlobalDFClipmapDistanceExponentVarExponent used to derive each clipmap\'s size, together with r.AOInnerGlobalDFClipmapDistance.
Rendererr.AOGlobalDFResolutionVarResolution of the global distance field. Higher values increase fidelity but also increase memory and composition cost.
Rendererr.AOGlobalDFStartDistanceVarWorld space distance along a cone trace to switch to using the global distance field instead of the object distance fields. This has to be large enough to hide the low res nature of the global distance field, but smaller values result in faster cone tracing.
Rendererr.AOGlobalDistanceFieldVarWhether to use a global distance field to optimize occlusion cone traces. The global distance field is created by compositing object distance fields into clipmaps as the viewer moves through the level.
Rendererr.AOGlobalDistanceField.AverageCulledObjectsPerPageVarAverage expected number of objects per page, used to preallocate memory for the cull grid.
Rendererr.AOGlobalDistanceField.CameraPositionVelocityOffsetDecayVarNo description provided.
Rendererr.AOGlobalDistanceField.FastCameraModeVarWhether to update the Global SDF for fast camera movement - lower quality, faster updates so lighting can keep up with the camera.
Rendererr.AOGlobalDistanceField.HeightfieldVarWhether to voxelize Heightfield into the global distance field.
Rendererr.AOGlobalDistanceField.MinMeshSDFRadiusVarMeshes with a smaller world space radius than this are culled from the global SDF.
Rendererr.AOGlobalDistanceField.MinMeshSDFRadiusInVoxelsVarMeshes with a smaller radius than this number of voxels are culled from the global SDF.
Rendererr.AOGlobalDistanceField.MipFactorVarResolution divider for the mip map of a distance field clipmap.
Rendererr.AOGlobalDistanceField.NumClipmapsVarNum clipmaps in the global distance field. Setting this to anything other than 4 is currently only supported by Lumen.
Rendererr.AOGlobalDistanceField.OccupancyRatioVarExpected sparse global distacne field occupancy for the page atlas allocation. 0.25 means 25% - filled and 75% - empty.
Renderer