The functions are available in Blueprint to hook up into your game’s options menu. Looking at the same settings on Tiff’s machine I saw the problem!! Rendering subsystem including lighting and shadowing, materials and textures, particles and effects, and post processing. Last Updated:02/13/2017. Oh yes, a short blog post, improving existing documentation, or a video tutorial on "Graphic settings" ("Scalability") would be great! It has four categories that are located at the top of the graphic options, which are: Display, Image Color, Basic Options and Advanced Options. Question. It gives more info for sure but it doesn't show me how (and even if) I can change it in-game via a menu of some sorts. And for screen settings, I've seen some examples floating around about setting up screen/graphics settings in game menu options, but they looked huge, is … In this example, a capture of a desert landscape scene, we see there is a massive draw call in the base pass. These optimizations include SSE2, SSE3, and SSSE3 instruction sets and other optimizations. After the capture is processed all the information about what occurred graphically within the frame presented. With the build complete, go into Analyze Application of the Graphics Monitor and select the executable location in the command line and run it. The View-> Engine Scalability Settings-> Post Processingoption adjusts the quality of the Post Processing effects in accordance with the settings found in the BaseScalaiblity.ini file located in [UE4… First is to turn on Toggle Draw Events. For this guide, we will focus on two aspects of the suite: the real-time Analyze Application, and Frame Analyzer. Look at the top bar of your UE4 icons and look for Settings->Engine Scalability. All rights reserved. It would be a good tutorial but it's a lot to ask - It might be an effort to see if Epic has something planned in the Marketplace in terms of a Menu Template (For graphics options and sound .etc), it would be great to have some tutorials for ingame UI like Menu or HUD. Figure 9: Finding the largest duration within the scene. for a basic account. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. All the console commands for graphics settings are in the documentations. Try these quick links to visit popular site sections. [Gamedev programmer at Darewise (Paris) -, this guy did something along those lines via blueprint. For measuring improvements made with optimizations, frames per second (fps) and duration in milliseconds per frame (ms) are considered. The UE4 CPU Profiler tool is an in-engine monitor that allows you to see the performance of the game, either live or from a captured section. Tweaking UE4 commands and settings (click the link for a whole list of 'em) in the Engine.ini file has sorta become a trend these days, as it allows us to change graphics settings as well as other things that DTG doesn't have coded in as options in the settings menu. Design by. To do this, type ToggleDrawEvents into the game console. In the top-right corner of the window, set the graph to be GPU Duration on the X and Y axes; this gives us a graph of which draw calls take up the most time in our frame. Unreal Engine can auto-detect ‘optimal’ (graphical) settings per player based on a quick CPU and GPU benchmark. This chart illustrates the mapping between average fps and ms. To find the ms of any fps, simply get the reciprocal of that fps and multiply by 1000. I am open to suggestions of what settings should be added.