| // Copyright Epic Games, Inc. All Rights Reserved. | |
| enum class ELyraDisplayablePerformanceStat : uint8; | |
| class UObject; | |
| // Describes one platform-specific device profile variant that the user can choose from in the UI | |
| USTRUCT() | |
| struct FLyraQualityDeviceProfileVariant | |
| { | |
| GENERATED_BODY() | |
| // The display name for this device profile variant (visible in the options screen) | |
| UPROPERTY(EditAnywhere) | |
| FText DisplayName; | |
| // The suffix to append to the base device profile name for the current platform | |
| UPROPERTY(EditAnywhere) | |
| FString DeviceProfileSuffix; | |
| // The minimum required refresh rate to enable this mode | |
| // (e.g., if this is set to 120 Hz and the device is connected | |
| // to a 60 Hz display, it won't be available) | |
| UPROPERTY(EditAnywhere) | |
| int32 MinRefreshRate = 0; | |
| }; | |
| // Describes a set of performance stats that the user can enable in settings, | |
| // predicated on passing a visibility query on platform traits | |
| USTRUCT() | |
| struct FLyraPerformanceStatGroup | |
| { | |
| GENERATED_BODY() | |
| // A query on platform traits to determine whether or not it will be possible | |
| // to show a set of stats | |
| UPROPERTY(EditAnywhere, meta=(Categories = "Input,Platform.Trait")) | |
| FGameplayTagQuery VisibilityQuery; | |
| // The set of stats to allow if the query passes | |
| UPROPERTY(EditAnywhere) | |
| TSet<ELyraDisplayablePerformanceStat> AllowedStats; | |
| }; | |
| // How hare frame pacing and overall graphics settings controlled/exposed for the platform? | |
| UENUM() | |
| enum class ELyraFramePacingMode : uint8 | |
| { | |
| // Manual frame rate limits, user is allowed to choose whether or not to lock to vsync | |
| DesktopStyle, | |
| // Limits handled by choosing present intervals driven by device profiles | |
| ConsoleStyle, | |
| // Limits handled by a user-facing choice of frame rate from among ones allowed by device profiles for the specific device | |
| MobileStyle | |
| }; | |
| UCLASS(config=Game, defaultconfig) | |
| class ULyraPlatformSpecificRenderingSettings : public UPlatformSettings | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraPlatformSpecificRenderingSettings(); | |
| // Helper method to get the performance settings object, directed via platform settings | |
| static const ULyraPlatformSpecificRenderingSettings* Get(); | |
| public: | |
| // The default variant suffix to append, should typically be a member of | |
| // UserFacingDeviceProfileOptions unless there is only one for the current platform | |
| // | |
| // Note that this will usually be set from platform-specific ini files, not via the UI | |
| UPROPERTY(EditAnywhere, Config, Category=DeviceProfiles) | |
| FString DefaultDeviceProfileSuffix; | |
| // The list of device profile variations to allow users to choose from in settings | |
| // | |
| // These should be sorted from slowest to fastest by target frame rate: | |
| // If the current display doesn't support a user chosen refresh rate, we'll try | |
| // previous entries until we find one that works | |
| // | |
| // Note that this will usually be set from platform-specific ini files, not via the UI | |
| UPROPERTY(EditAnywhere, Config, Category=DeviceProfiles) | |
| TArray<FLyraQualityDeviceProfileVariant> UserFacingDeviceProfileOptions; | |
| // Does the platform support granular video quality settings? | |
| UPROPERTY(EditAnywhere, Config, Category=VideoSettings) | |
| bool bSupportsGranularVideoQualitySettings = true; | |
| // Does the platform support running the automatic quality benchmark (typically this should only be true if bSupportsGranularVideoQualitySettings is also true) | |
| UPROPERTY(EditAnywhere, Config, Category=VideoSettings) | |
| bool bSupportsAutomaticVideoQualityBenchmark = true; | |
| // How is frame pacing controlled | |
| UPROPERTY(EditAnywhere, Config, Category=VideoSettings) | |
| ELyraFramePacingMode FramePacingMode = ELyraFramePacingMode::DesktopStyle; | |
| // Potential frame rates to display for mobile | |
| // Note: This is further limited by Lyra.DeviceProfile.Mobile.MaxFrameRate from the | |
| // platform-specific device profile and what the platform frame pacer reports as supported | |
| UPROPERTY(EditAnywhere, Config, Category=VideoSettings, meta=(EditCondition="FramePacingMode==ELyraFramePacingMode::MobileStyle", ForceUnits=Hz)) | |
| TArray<int32> MobileFrameRateLimits; | |
| }; | |
| ////////////////////////////////////////////////////////////////////// | |
| /** | |
| * Project-specific performance profile settings. | |
| */ | |
| UCLASS(config=Game, defaultconfig, meta=(DisplayName="Lyra Performance Settings")) | |
| class ULyraPerformanceSettings : public UDeveloperSettingsBackedByCVars | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraPerformanceSettings(); | |
| private: | |
| // This is a special helper to expose the per-platform settings so they can be edited in the project settings | |
| // It never needs to be directly accessed | |
| UPROPERTY(EditAnywhere, Category = "PlatformSpecific") | |
| FPerPlatformSettings PerPlatformSettings; | |
| public: | |
| // The list of frame rates to allow users to choose from in the various | |
| // "frame rate limit" video settings on desktop platforms | |
| UPROPERTY(EditAnywhere, Config, Category=Performance, meta=(ForceUnits=Hz)) | |
| TArray<int32> DesktopFrameRateLimits; | |
| // The list of performance stats that can be enabled in Options by the user | |
| UPROPERTY(EditAnywhere, Config, Category=Stats) | |
| TArray<FLyraPerformanceStatGroup> UserFacingPerformanceStats; | |
| }; | |