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Type:
Console Variables
Console Commands
Exec Commands
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Name | Help |
---|---|
Input.ListAllHardwareDevices | Log all the platform's currently available FHardwareDeviceIdentifier |
r.DistanceFields.SupportEvenIfHardwareRayTracingSupported | Whether to support distance fields when hardware ray tracing is supported. Setting it to 0 will skip distance field overhead when hardware ray tracing is supported. |
r.Lumen.HardwareRayTracing | Uses Hardware Ray Tracing for Lumen features, when available. Lumen will fall back to Software Ray Tracing otherwise. Note: Hardware ray tracing has significant scene update costs for scenes with more than 100k instances. |
r.Lumen.HardwareRayTracing.AsyncCompute | Whether Lumen when using Hardware Ray Tracing should use async compute if supported (default = 0). |
r.Lumen.HardwareRayTracing.FarFieldBias | Determines bias for the far field traces. Default = 200 |
r.Lumen.HardwareRayTracing.Inline | Uses Hardware Inline Ray Tracing for selected Lumen passes, when available. |
r.Lumen.HardwareRayTracing.LightingMode | Determines the lighting mode (Default = 0) 0: interpolate final lighting from the surface cache 1: evaluate material, and interpolate irradiance and indirect irradiance from the surface cache 2: evaluate material and direct lighting, and interpolate indirect irradiance from the surface cache 3: evaluate material, direct lighting, and unshadowed skylighting at the hit point |
r.Lumen.HardwareRayTracing.MaxIterations | Limit number of ray tracing traversal iterations on supported platfoms. Incomplete misses will be treated as hitting a black surface (can cause overocculsion). Incomplete hits will be treated as a hit (can cause leaking). |
r.Lumen.HardwareRayTracing.MaxTranslucentSkipCount | Determines the maximum number of translucent surfaces skipped during ray traversal (Default = 2) |
r.Lumen.HardwareRayTracing.MinTraceDistanceToSampleSurfaceCache | Ray hit distance from which we can start sampling surface cache in order to fix feedback loop where surface cache texel hits itself and propagates lighting. |
r.Lumen.HardwareRayTracing.PullbackBias | Determines the pull-back bias when resuming a screen-trace ray (default = 8.0) |
r.Lumen.RadianceCache.HardwareRayTracing | Enables hardware ray tracing for Lumen radiance cache (Default = 1) |
r.Lumen.RadianceCache.HardwareRayTracing.Indirect | Enables indirect dispatch for hardware ray tracing for Lumen radiance cache (Default = 1) |
r.Lumen.RadianceCache.HardwareRayTracing.PersistentTracingGroupCount | Determines the number of trace tile groups to submit in the 1D dispatch |
r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField | Determines whether a second trace will be fired for far-field contribution (Default = 1) |
r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor | Downsample factor on the temporary buffer used by Hardware Ray Tracing Radiance Cache. Higher downsample factors save more transient allocator memory, but may cause overflow and artifacts. |
r.Lumen.Reflections.HardwareRayTracing | Enables hardware ray tracing for Lumen reflections (Default = 1) |
r.Lumen.Reflections.HardwareRayTracing.BucketMaterials | Determines whether a secondary traces will be bucketed for coherent material access (default = 1 |
r.Lumen.Reflections.HardwareRayTracing.Default.GroupCount | Determines the active number of groups (Default = 1) |
r.Lumen.Reflections.HardwareRayTracing.Default.ThreadCount | Determines the active number of threads (Default = 32768) |
r.Lumen.Reflections.HardwareRayTracing.Indirect | Enables indirect ray tracing dispatch on compatible hardware (Default = 1) |
r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField | Determines whether a second trace will be fired for far-field contribution (Default = 1) |
r.Lumen.Reflections.HardwareRayTracing.Retrace.GroupCount | Determines the active number of groups for re-traces (Default = 1) |
r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting | Determines whether a second trace will be fired for hit-lighting for invalid surface-cache hits (Default = 0) |
r.Lumen.Reflections.HardwareRayTracing.Retrace.ThreadCount | Determines the active number of threads for re-traces (Default = 32768) |
r.Lumen.ScreenProbeGather.HardwareRayTracing | 0. Software raytracing of diffuse indirect from Lumen cubemap tree.1. Enable hardware ray tracing of diffuse indirect. (Default) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.AvoidSelfIntersectionTraceDistance | Distance to trace with backface culling enabled, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.Default.GroupCount | Determines the active number of groups (Default = 1) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.Default.ThreadCount | Determines the active number of threads (Default = 32768) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.Indirect | Enables indirect ray tracing dispatch on compatible hardware (Default = 1) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.NormalBias | Bias along the shading normal, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField | Determines whether a second trace will be fired for far-field contribution (Default = 1) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.SkipFirstTwoSidedHitDistance | When the AvoidSelfIntersectionTrace is enabled, the first Two sided material hit within this distance will be skipped. This is useful for avoiding self-intersections with the Nanite fallback mesh on foliage, as AvoidSelfIntersectionTrace doesn't work on two sided materials. |
r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing | 0. Screen space tracing for the full resolution Bent Normal (directional occlusion).1. Enable hardware ray tracing of the full resolution Bent Normal (directional occlusion). (Default) |
r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing.NormalBias | Bias for HWRT Bent Normal to avoid self intersection |
r.Lumen.TranslucencyVolume.HardwareRayTracing | Enables hardware ray tracing for Lumen translucency volume (Default = 1) |
r.Lumen.Visualize.HardwareRayTracing | Enables visualization of hardware ray tracing (Default = 1) |
r.Lumen.Visualize.HardwareRayTracing.BucketMaterials | Determines whether a secondary traces will be bucketed for coherent material access (default = 1 |
r.Lumen.Visualize.HardwareRayTracing.Compact | Determines whether a second trace will be compacted before traversal (default = 1 |
r.Lumen.Visualize.HardwareRayTracing.DeferredMaterial | Enables deferred material pipeline (Default = 1) |
r.Lumen.Visualize.HardwareRayTracing.DeferredMaterial.TileDimension | Determines the tile dimension for material sorting (Default = 64) |
r.Lumen.Visualize.HardwareRayTracing.GroupCount | Determines the active group count when dispatching raygen shader (default = 4096 |
r.Lumen.Visualize.HardwareRayTracing.Retrace.FarField | Determines whether a second trace will be fired for far-field contribution (default = 1 |
r.Lumen.Visualize.HardwareRayTracing.Retrace.HitLighting | Determines whether a second trace will be fired for hit-lighting for invalid surface-cache hits (default = 1 |
r.Lumen.Visualize.HardwareRayTracing.ThreadCount | Determines the active group count when dispatching raygen shader (default = 64 |
r.LumenScene.DirectLighting.HardwareRayTracing | Enables hardware ray tracing for Lumen direct lighting (Default = 1) |
r.LumenScene.DirectLighting.HardwareRayTracing.GroupCount | Determines the dispatch group count |
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBias | Applies a projection bias such that an occlusion ray starts on the ray-tracing heightfield representation. |
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBiasSearchRadius | Determines the search radius for heightfield projection bias. Larger search radius corresponds to increased traversal cost (default = 256). |
r.LumenScene.DirectLighting.HardwareRayTracing.Indirect | Enables indirect dispatch for hardware ray tracing (Default = 1) |
r.LumenScene.DirectLighting.HardwareRayTracing.ShadowRayBias | Bias for hardware ray tracing shadow rays. |
r.LumenScene.Radiosity.HardwareRayTracing | Enables hardware ray tracing for radiosity (default = 1). |
r.LumenScene.Radiosity.HardwareRayTracing.AvoidSelfIntersectionTraceDistance | When greater than zero, a short trace skipping backfaces will be done to escape the surface, followed by the remaining trace that can hit backfaces. |
r.LumenScene.Radiosity.HardwareRayTracing.Indirect | Enables indirect dispatch for hardware ray tracing for radiosity (default = 1). |
r.LumenScene.Radiosity.HardwareRayTracing.SlopeSurfaceBias | . |
r.LumenScene.Radiosity.HardwareRayTracing.SurfaceBias | . |
r.pso.PrecompileThreadPoolPercentOfHardwareThreads | If > 0, use this percentage of cores (rounded up) for the PSO precompile thread pool Use this as an alternative to r.pso.PrecompileThreadPoolSize 0 to disable threadpool usage when precompiling PSOs. (default) |