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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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< float > | QueryCurrentFrameResolutionFractions () const |
| DynamicRenderScaling::TMap< float > | GetResolutionFractionsApproximation_GameThread () const |
| ENGINE_API DynamicRenderScaling::TMap< float > | GetResolutionFractionUpperBounds () const |
| ENGINE_API void | SetTemporalUpscaler (const UE::Renderer::Private::ITemporalUpscaler *InTemporalUpscaler) |
Static Public Member Functions | |
| static ENGINE_API TSharedPtr< class IDynamicResolutionState > | CreateDefaultState () |
Render thread proxy that holds the heuristic for dynamic resolution.
| FDynamicResolutionHeuristicProxy::FDynamicResolutionHeuristicProxy | ( | ) |
| FDynamicResolutionHeuristicProxy::~FDynamicResolutionHeuristicProxy | ( | ) |
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static |
Creates a default dynamic resolution state using this proxy that queries GPU timing from the RHI.
| void FDynamicResolutionHeuristicProxy::CreateNewPreviousFrameTimings_RenderThread | ( | float | GameThreadTimeMs, |
| float | RenderThreadTimeMs, | ||
| float | TotalFrameGPUBusyTimeMs | ||
| ) |
Create a new previous frame and feeds its timings.
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inline |
Returns a non thread safe approximation of the current resolution fraction applied on render thread.
| DynamicRenderScaling::TMap< float > FDynamicResolutionHeuristicProxy::GetResolutionFractionUpperBounds | ( | ) | const |
Returns the view fraction upper bound.
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inline |
Returns the view fraction that should be used for current frame.
| void FDynamicResolutionHeuristicProxy::RefreshCurrentFrameResolutionFraction_RenderThread | ( | ) |
Refresh resolution fraction's from history.
| void FDynamicResolutionHeuristicProxy::Reset_RenderThread | ( | ) |
Resets the proxy.
| void FDynamicResolutionHeuristicProxy::SetTemporalUpscaler | ( | const UE::Renderer::Private::ITemporalUpscaler * | InTemporalUpscaler | ) |
Applies the minimum/maximum resolution fraction for a third-party temporal upscaler.