[4.3 bug] HD Render Targets (2048x2048) work great in editor but are bugged out in commandline version of game

Dear Friends at Epic

Please see these pics!

When I use a high resolution texture render target of 4096x4096, it bugs out only in the commandline version of the game, PIE looks great!

But no final UE4 product has PIE…

Why is the commandline/shipping version of the game bugged out?

I am using this sort of commandline:

“C:\Program Files\Unreal Engine\4.3\Engine\Binaries\Win64\UE4Editor.exe” “C:\Users\Rama\Documents\Unreal Projects\JoyVR\JoyVR.uproject” -game -ResX=1280 -ResY=960 -WinX=0 -WinY=30 -Fullscreen=false -log

#Bugged Pic

(see next post)

#Repro

Make a texture render target of size 2048 (Default is 256)

make capture actor 2D

make material from texture render target

put it on a mesh plane ni the world

run in pie = looks great

run from commandline = bugged

#What Works

The commandline version still works perfectly at 1024x1024, but once I go to 2048x2048 is when it bugs out

#Logs

I get a continuous log msg that the actual size is being clamped to 1280x960

#Help!

But I am working on a VR game where I need highest quality render texture I can get, since it is going to be way up against the camera!

How can I get 2048x2048 into the commandline version of the game?

Thanks!

Rama

#Not Bugged Pic, Works Great In PIE

How do I get it to look like this in the commandline version?!

(its not actually 4096, editor clamped it to 2048)

In your DefaultEngine.ini, Add the following

[SystemSettings]
r.SceneRenderTargetResizeMethod=2

//Reason behind this:

static TAutoConsoleVariable CVarSceneTargetsResizingMethod(
	TEXT("r.SceneRenderTargetResizeMethod"),
	0,
	TEXT("Control the scene render target resize method:\n")
	TEXT("(This value is only used in game mode and on windowing platforms.)\n")
	TEXT("0: Resize to match requested render size (Default) (Least memory use, can cause stalls when size changes e.g. ScreenPercentage)\n")
	TEXT("1: Fixed to screen resolution.\n")
	TEXT("2: Expands to encompass the largest requested render dimension. (Most memory use, least prone to allocation stalls.)"),	
	ECVF_RenderThreadSafe
	);

#Thank You Devero!!!

You have saved me so much trouble!

#Thank youuuuuu!

#:heart:

Rama

Hey Rama,

Currently (4.7) editor limits the height and width to 2048, any idea if I can increase this? Does the .ini setting r.SceneRenderTargetResizeMethod=2 change this limit? I want to make a higher resolution 16:9 texture.

Thanks :smiley: