UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FDynamicResolutionHeuristicProxy Class Reference

#include <DynamicResolutionProxy.h>

Public Member Functions

ENGINE_API FDynamicResolutionHeuristicProxy ()
 
ENGINE_API ~FDynamicResolutionHeuristicProxy ()
 
ENGINE_API void Reset_RenderThread ()
 
void CreateNewPreviousFrameTimings_RenderThread (float GameThreadTimeMs, float RenderThreadTimeMs, float TotalFrameGPUBusyTimeMs)
 
ENGINE_API void RefreshCurrentFrameResolutionFraction_RenderThread ()
 
DynamicRenderScaling::TMap< floatQueryCurrentFrameResolutionFractions () const
 
DynamicRenderScaling::TMap< floatGetResolutionFractionsApproximation_GameThread () const
 
ENGINE_API DynamicRenderScaling::TMap< floatGetResolutionFractionUpperBounds () const
 
ENGINE_API void SetTemporalUpscaler (const UE::Renderer::Private::ITemporalUpscaler *InTemporalUpscaler)
 

Static Public Member Functions

static ENGINE_API TSharedPtr< class IDynamicResolutionStateCreateDefaultState ()
 

Detailed Description

Render thread proxy that holds the heuristic for dynamic resolution.

Constructor & Destructor Documentation

◆ FDynamicResolutionHeuristicProxy()

FDynamicResolutionHeuristicProxy::FDynamicResolutionHeuristicProxy ( )

◆ ~FDynamicResolutionHeuristicProxy()

FDynamicResolutionHeuristicProxy::~FDynamicResolutionHeuristicProxy ( )

Member Function Documentation

◆ CreateDefaultState()

TSharedPtr< class IDynamicResolutionState > FDynamicResolutionHeuristicProxy::CreateDefaultState ( )
static

Creates a default dynamic resolution state using this proxy that queries GPU timing from the RHI.

◆ CreateNewPreviousFrameTimings_RenderThread()

void FDynamicResolutionHeuristicProxy::CreateNewPreviousFrameTimings_RenderThread ( float  GameThreadTimeMs,
float  RenderThreadTimeMs,
float  TotalFrameGPUBusyTimeMs 
)

Create a new previous frame and feeds its timings.

◆ GetResolutionFractionsApproximation_GameThread()

DynamicRenderScaling::TMap< float > FDynamicResolutionHeuristicProxy::GetResolutionFractionsApproximation_GameThread ( ) const
inline

Returns a non thread safe approximation of the current resolution fraction applied on render thread.

◆ GetResolutionFractionUpperBounds()

DynamicRenderScaling::TMap< float > FDynamicResolutionHeuristicProxy::GetResolutionFractionUpperBounds ( ) const

Returns the view fraction upper bound.

◆ QueryCurrentFrameResolutionFractions()

DynamicRenderScaling::TMap< float > FDynamicResolutionHeuristicProxy::QueryCurrentFrameResolutionFractions ( ) const
inline

Returns the view fraction that should be used for current frame.

◆ RefreshCurrentFrameResolutionFraction_RenderThread()

void FDynamicResolutionHeuristicProxy::RefreshCurrentFrameResolutionFraction_RenderThread ( )

Refresh resolution fraction's from history.

◆ Reset_RenderThread()

void FDynamicResolutionHeuristicProxy::Reset_RenderThread ( )

Resets the proxy.

◆ SetTemporalUpscaler()

void FDynamicResolutionHeuristicProxy::SetTemporalUpscaler ( const UE::Renderer::Private::ITemporalUpscaler InTemporalUpscaler)

Applies the minimum/maximum resolution fraction for a third-party temporal upscaler.


The documentation for this class was generated from the following files: