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Add new Desklamp assets and update configuration
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Introduced new Desklamp blueprints, materials, meshes, and textures. Updated Engine.ini to comment out various D3D12 and other settings. Added a new property to TajsGraph_ConfigStruct.h to include Lumen support.

Signed-off-by: Gregory <[email protected]>
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tajemniktv committed Oct 27, 2024
1 parent d3e90d9 commit f25a7d6
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Showing 59 changed files with 91 additions and 86 deletions.
2 changes: 0 additions & 2 deletions Config/Alpakit.ini
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[ModTargets]
Targets = Windows
Targets = WindowsServer
Targets = LinuxServer

170 changes: 87 additions & 83 deletions Config/Engine.ini
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@@ -1,5 +1,9 @@
[CrashReportClient]
;CrashReportClientVersion=1.0
;DataRouterUrl="https://o4508190512709632.ingest.de.sentry.io/api/4508190515200080/unreal/75dc5d84bfe668d80f3a098036c14b66/"

[SystemSettings]
+D3D12TargetedShaderFormats=PCD3D_SM6
;+D3D12TargetedShaderFormats=PCD3D_SM6

; ================================================================================
; START OF
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; START OF
; ================================================================================

Compat.UseDXT5NormalMaps=0
;Compat.UseDXT5NormalMaps=0

; ================================================================================
; START OF
; ================================================================================

;ConnectionTimeout=30.0
;ContactOffsetMultiplier=0.020000
CSS.Conveyor.EnableLodOptimizations=1
;CSS.Conveyor.EnableLodOptimizations=1

; ================================================================================
; START OF
; ================================================================================

D3D12.AdjustTexturePoolSizeBasedOnBudget=1
;D3D12.AdjustTexturePoolSizeBasedOnBudget=1
;D3D12.AFRSyncTemporalResources=1 (No console)
D3D12.AFRUseFramePacing=1
;D3D12.AFRUseFramePacing=1
;D3D12.AsyncDeferredDeletion=1
;D3D12.EnableAsyncCompileShader=1
;D3D12.EnableDynamicBarriers=1
;D3D12.EnablePipelineStateCache=1
D3D12.EvictAllResidentResourcesInBackground=true
d3d12.FastAllocator.MinPagesToRetain=1 ;alternatives: 4
;D3D12.EvictAllResidentResourcesInBackground=true
;d3d12.FastAllocator.MinPagesToRetain=1 ;alternatives: 4
;D3D12.Force16BitBufferGPUReads=1
;D3D12.ForceThirtyHz=0
;D3D12.GPUTimeout= (Can't be set via console)
D3D12.InsertOuterOcclusionQuery=1
;D3D12.InsertOuterOcclusionQuery=1
;D3D12.MaxDescriptorHeapSize=1000000
;D3D12.MaximumFrameLatency=2 ;alternatives: 0, 3
framegrabber.framelatency=2
;framegrabber.framelatency=2
;D3D12.NumBufferedFrames=
;D3D12.PreferD32DepthBuffer=0
;D3D12.PreferDXCCompiler=1
;D3D12.PSO.Cache=
;D3D12.PSO.DiskCache=1
;D3D12.PSO.DriverOptimizedDiskCache=1
;D3D12.PSO.StablePSO=1
D3D12.ResidencyManagement=1 ;Default 1
D3D12.StablePowerState=0 ;Default: 0 Alternatives: 1
;D3D12.ResidencyManagement=1 ;Default 1
;D3D12.StablePowerState=0 ;Default: 0 Alternatives: 1
;D3D12.SyncWithDWM=0 ;alternatives: 1
D3D12.TexturePoolOnlyAccountStreamableTexture=1
D3D12.UseAllowTearing=1
D3D12.UseUpdateTexture3DComputeShader=1 ;Default: 0 alternatives: 0
D3D12.ZeroBufferSizeInMB=16 ;Default: 4 alternatives: 128
;D3D12.TexturePoolOnlyAccountStreamableTexture=1
;D3D12.UseAllowTearing=1
;D3D12.UseUpdateTexture3DComputeShader=1 ;Default: 0 alternatives: 0
;D3D12.ZeroBufferSizeInMB=16 ;Default: 4 alternatives: 128

; ================================================================================
; START OF
; ================================================================================

DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
;DefaultGraphicsRHI=DefaultGraphicsRHI_DX12

; ================================================================================
; START OF
; ================================================================================

foliage.DensityScale=0.5 ;Default: 0.45 Alternatives: 2.5
foliage.DitheredLOD=1
foliage.LODDistanceScale=1
foliage.MinVertsToSplitNode=8192
;foliage.DensityScale=0.5 ;Default: 0.45 Alternatives: 2.5
;foliage.DitheredLOD=1
;foliage.LODDistanceScale=1
;foliage.MinVertsToSplitNode=8192

; ================================================================================
; START OF
; ================================================================================

FrameRateLimit=60.000000
;FrameRateLimit=60.000000
;FrictionCombineMode=Average

; ================================================================================
; START OF
; ================================================================================

FX.AllowAsyncTick=1 ;Default: 1
FX.AllowGPUParticles=1 ;Default: 1
FX.AllowGPUSorting=1 ;Default: 1
FX.BatchAsync=1 ;Default: 0
FX.BatchAsyncBatchSize=8 ;Default: 32
FX.EarlyScheduleAsync=1 ;Default: 0
FX.FXAllowParticleMeshLODs=1 ;Default: 0
;FX.AllowAsyncTick=1 ;Default: 1
;FX.AllowGPUParticles=1 ;Default: 1
;FX.AllowGPUSorting=1 ;Default: 1
;FX.BatchAsync=1 ;Default: 0
;FX.BatchAsyncBatchSize=8 ;Default: 32
;FX.EarlyScheduleAsync=1 ;Default: 0
;FX.FXAllowParticleMeshLODs=1 ;Default: 0

; ================================================================================
; START OF
; ================================================================================

fx.Niagara.DelayScriptAsyncOptimization=1 ;Default: 1
fx.Niagara.GpuProfiling.Enabled=0 ;Default: 1
;fx.Niagara.DelayScriptAsyncOptimization=1 ;Default: 1
;fx.Niagara.GpuProfiling.Enabled=0 ;Default: 1

; ================================================================================
; START OF
; ================================================================================

gc.ActorClusteringEnabled=1 ;Default: 0
gc.AssetClusteringEnabled=1 ;Default: 0
;gc.ActorClusteringEnabled=1 ;Default: 0
;gc.AssetClusteringEnabled=1 ;Default: 0
;gc.BlueprintClusteringEnabled=True (No console)
gc.CreateGCClusters=1
gc.EnableTimeoutOnPendingDestroyedObjectInShipping=0 ;Default: 1
gc.LowMemory.MemoryThresholdMB=512 ;Default: 0, Alternatives: 512, 2048, 4096, 8000
gc.LowMemory.TimeBetweenPurgingPendingKillObjects=60 ;Default: 30, Alternatives: 300
gc.LowMemory.TimeBetweenPurgingPendingLevels=15 ;Default: 15, Alternatives: 60
gc.MaxObjectsInEditor=8388608 ;Default: 2516824
gc.MaxObjectsInGame=2097152 ;Default: 0
gc.MaxObjectsNotConsideredByGC=32 ;Default: 1 (Not used in runtime)
;gc.CreateGCClusters=1
;gc.EnableTimeoutOnPendingDestroyedObjectInShipping=0 ;Default: 1
;gc.LowMemory.MemoryThresholdMB=512 ;Default: 0, Alternatives: 512, 2048, 4096, 8000
;gc.LowMemory.TimeBetweenPurgingPendingKillObjects=60 ;Default: 30, Alternatives: 300
;gc.LowMemory.TimeBetweenPurgingPendingLevels=15 ;Default: 15, Alternatives: 60
;gc.MaxObjectsInEditor=8388608 ;Default: 2516824
;gc.MaxObjectsInGame=2097152 ;Default: 0
;gc.MaxObjectsNotConsideredByGC=32 ;Default: 1 (Not used in runtime)
;gc.MinDesiredObjectsPerSubTask=4 ;alternatives: 2, 20 (No gc)
gc.MinGCClusterSize=5 ;Default: 5
gc.MultithreadedDestructionEnabled=1 ;Default: 1
gc.NumRetriesBeforeForcingGC=3 ;Default: 10, Alternatives: 5
gc.SizeOfPermanentObjectPool=0 ;Default: 0
gc.TimeBetweenPurgingPendingKillObjects=30 ;Default(?): 20, Alternatives: 15, 60, 300
gc.UseDisregardForGCOnDedicatedServers=1 ;Default: 1
;gc.MinGCClusterSize=5 ;Default: 5
;gc.MultithreadedDestructionEnabled=1 ;Default: 1
;gc.NumRetriesBeforeForcingGC=3 ;Default: 10, Alternatives: 5
;gc.SizeOfPermanentObjectPool=0 ;Default: 0
;gc.TimeBetweenPurgingPendingKillObjects=30 ;Default(?): 20, Alternatives: 15, 60, 300
;gc.UseDisregardForGCOnDedicatedServers=1 ;Default: 1

; ================================================================================
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GeometryCache.InterpolateFrames=1 ;Default: 1
GeometryCache.OffloadUpdate=1 ;Default: 0
;GeometryCache.InterpolateFrames=1 ;Default: 1
;GeometryCache.OffloadUpdate=1 ;Default: 0

; ================================================================================
; START OF
; ================================================================================

grass.DensityScale=2.5 ;alternatives: 0.25, 0.8, 2.5
grass.Enable=1
grass.MaxAsyncTasks=4 ;Default: 4
grass.MaxComputeShaderTiles=64 ;(No console)
grass.TickInterval=10 ;Default: 1
grass.MaxCreatePerFrame=3 ;Default: 1
grass.MaxInstancesPerComponent=65536 ;Default: 65536
;grass.DensityScale=2.5 ;alternatives: 0.25, 0.8, 2.5
;grass.Enable=1
;grass.MaxAsyncTasks=4 ;Default: 4
;grass.MaxComputeShaderTiles=64 ;(No console)
;grass.TickInterval=10 ;Default: 1
;grass.MaxCreatePerFrame=3 ;Default: 1
;grass.MaxInstancesPerComponent=65536 ;Default: 65536

; ================================================================================
; START OF
Expand All @@ -236,7 +240,7 @@ grass.MaxInstancesPerComponent=65536 ;Default: 65536
;LevelStreaming.UnloadNotVisibleLevelsWhenLowRAM=1
;LevelStreaming.UnloadNotVisibleLevelsWhenLowRAMNormalizedPercentage=80
;LevelStreamingActorsUpdateTimeLimit=5.000000
LevelStreaming.ShouldReuseUnloadedButStillAroundLevels=0 ;Default: 1
;LevelStreaming.ShouldReuseUnloadedButStillAroundLevels=0 ;Default: 1

; ================================================================================
; START OF
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; START OF
; ================================================================================

niagara.CreateShadersOnLoad=1 ;Default: 0
Niagara.GPUSorting.CPUToGPUThreshold=200 ;Default: -1
;niagara.CreateShadersOnLoad=1 ;Default: 0
;Niagara.GPUSorting.CPUToGPUThreshold=200 ;Default: -1

; ================================================================================
; START OF
Expand All @@ -308,22 +312,22 @@ Niagara.GPUSorting.CPUToGPUThreshold=200 ;Default: -1
;r.AccelPredrawBatchTime=0 ;alternatives: 13
;r.AccelTargetPrecompileFrameTime=0
;r.AllowDownsampledStandardTranslucency=1
r.AllowGlobalClipPlane=1 ;Default: 0
r.AllowLandscapeShadows=1 ;Default: 1
r.AllowOcclusionQueries=1 ;Default: 1
r.AllowPointLightCubemapShadows=1 ;Default: 1
r.AllowStaticLighting=0 ;Default: 0
r.AllowSubPrimitiveQueries=1 ;Default: 1
r.AmbientOcclusion.AsyncComputeBudget=3 ;Default: 1
r.AmbientOcclusion.Compute=3 ;Default: 0
;r.AllowGlobalClipPlane=1 ;Default: 0
;r.AllowLandscapeShadows=1 ;Default: 1
;r.AllowOcclusionQueries=1 ;Default: 1
;r.AllowPointLightCubemapShadows=1 ;Default: 1
;r.AllowStaticLighting=0 ;Default: 0
;r.AllowSubPrimitiveQueries=1 ;Default: 1
;r.AmbientOcclusion.AsyncComputeBudget=3 ;Default: 1
;r.AmbientOcclusion.Compute=3 ;Default: 0
;r.AmbientOcclusion.Denoiser=0 ;Default: (No console)
;r.AmbientOcclusion.FadeRadiusScale=2 ;Default: (No console)
;r.AmbientOcclusion.HalfRes=1 ;Default:
;r.AmbientOcclusion.Method=1 ;Default: 0
r.AmbientOcclusionLevels=2 ;Default: -1, Alternatives: 0, 25
r.AmbientOcclusionMaxQuality=100 ;Default: 60
r.AmbientOcclusionMipLevelFactor=0.5 ;Default: 1, Alternatives: 0.0
r.AmbientOcclusionRadiusScale=1.0 ;Default: 1.5, Alternatives: 0.0
;r.AmbientOcclusionLevels=2 ;Default: -1, Alternatives: 0, 25
;r.AmbientOcclusionMaxQuality=100 ;Default: 60
;r.AmbientOcclusionMipLevelFactor=0.5 ;Default: 1, Alternatives: 0.0
;r.AmbientOcclusionRadiusScale=1.0 ;Default: 1.5, Alternatives: 0.0
;r.AmbientOcclusionSampleSetQuality=3 ;Default: (No console)
;r.AOAsyncBuildQueue=1 ;Default: 1
;r.AOComputeShaderNormalCalculation=1 ;Default: 0
Expand Down Expand Up @@ -558,19 +562,19 @@ r.AOGlobalDistanceField.MinMeshSDFRadius=10 ;Default: , Alternatives: 5, 10
; START OF
; ================================================================================

r.FidelityFX.FI.AllowAsyncWorkloads=1
r.FidelityFX.FI.Enabled=0
r.FidelityFX.FI.OverrideSwapChainDX12=1
r.FidelityFX.FI.RHIPacingMode=1
r.FidelityFX.FSR3.AdjustMipBias=0 ;alternatives: 1
r.FidelityFX.FSR3.AutoExposure=1
r.FidelityFX.FSR3.CreateReactiveMask=1
r.FidelityFX.FSR3.DeDither=1
r.FidelityFX.FSR3.HistoryFormat=0 ;alternatives: 1 (balanced), 2 (quality)
r.FidelityFX.FSR3.QualityMode=1
r.FidelityFX.FSR3.ReparentMode=0 ;alternatives: 1, 2
r.FidelityFX.FSR3.Sharpness=0.7 ;alternatives: 0.3, 0.7
r.FidelityFX.FSR3.UseSSRExperimentalDenoiser=1
;r.FidelityFX.FI.AllowAsyncWorkloads=1
;r.FidelityFX.FI.Enabled=0
;r.FidelityFX.FI.OverrideSwapChainDX12=1
;r.FidelityFX.FI.RHIPacingMode=1
;r.FidelityFX.FSR3.AdjustMipBias=0 ;alternatives: 1
;r.FidelityFX.FSR3.AutoExposure=1
;r.FidelityFX.FSR3.CreateReactiveMask=1
;r.FidelityFX.FSR3.DeDither=1
;r.FidelityFX.FSR3.HistoryFormat=0 ;alternatives: 1 (balanced), 2 (quality)
;r.FidelityFX.FSR3.QualityMode=1
;r.FidelityFX.FSR3.ReparentMode=0 ;alternatives: 1, 2
;r.FidelityFX.FSR3.Sharpness=0.7 ;alternatives: 0.3, 0.7
;r.FidelityFX.FSR3.UseSSRExperimentalDenoiser=1

; ================================================================================
; START OF
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5 changes: 4 additions & 1 deletion Source/TajsGraph_ConfigStruct.h
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,10 @@ struct FTajsGraph_ConfigStruct {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite)
bool bEnableVSM{};
bool enableVSM{};

UPROPERTY(BlueprintReadWrite)
bool enableLumen{};

/* Retrieves active configuration value and returns object of this struct containing it */
static FTajsGraph_ConfigStruct GetActiveConfig(UObject* WorldContext) {
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