; Begin Enable 5.6 Optimizations
; Enable World Partition Async update
wp.Runtime.UpdateStreaming.EnableAsyncUpdate=true
; Enable incremental pre-register/pre-unregister components combined with asynchronous physics state creation/destruction
p.Chaos.EnableAsyncInitBody=true
LevelStreaming.AllowIncrementalPreRegisterComponents=true
LevelStreaming.AllowIncrementalPreUnregisterComponents=true
; Enable asynchronous register level context (asynchronous add primitive to scene)
LevelStreaming.AsyncRegisterLevelContext.Enabled=true
LevelStreaming.AsyncRegisterLevelContext.PrimitiveBatchSize=64
; Allow RenderAssetStreamingManager to process primitive components in parallel
r.Streaming.AllowParallelRenderAssetStreamingIncrementalUpdate=true
; Used by AllowParallelRenderAssetStreamingIncrementalUpdate: Setting to 0 will use as much workers as possible
r.Streaming.WorkerCountForParallelRenderAssetStreamingManagerIncrementalUpdate=0
; Texture streaming optimization (optimizes FStreamingTextureLevelContext::ProcessMaterial)
r.Streaming.EnableTexturesSamplingStreamingCache=true
; Allow multiple levels to be in the making visible or making invisible to use the whole time limit budget (when using async tasks)
LevelStreaming.MaximumMakingVisibleLevels=8
LevelStreaming.MaximumMakingInvisibleLevels=8
; Allow incremental EndPlay during RemoveFromWorld
s.LevelStreamingRouteActorEndPlayForRemoveFromWorldGranularity=10
; End Enable 5.6 Optimizations
;-------------------------------------------------------------------------------
; Enable FastGeoStreaming
FastGeo.Enable=True
; Throttle async render state creation
FastGeo.AsyncRenderStateTask.TimeBudgetMS=1
; Limit async render state creation to 4 workers
FastGeo.AsyncRenderStateTask.ParallelWorkerCount=4
; Reduce budgets for add/remove since we use FastGeo
s.LevelStreamingActorsUpdateTimeLimit=1
s.UnregisterComponentsTimeLimit=1
; Enable SimpleStreamableAssetManager for FastGeo to properly stream textures
s.StreamableAssets.UseSimpleStreamableAssetManager=true
[ConsoleVariables]
Editor.HDRDisplayOutputUse10Bit=1
;默认关闭DLSS,交由设置系统负责开启.
r.NGX.DLSS.Enable=0
;为了避免影响美术效果,这个也设置为关闭.尽管现在看起来没什么区别.
r.NGX.DLSS.AutoExposure=0
r.Editor.Viewport.ScreenPercentageMode.RealTime=0
r.Editor.Viewport.ScreenPercentageMode.NonRealTime=0
;初始设置一个比较小的值,确保不启用dlss的话性能不会太差.
r.Editor.Viewport.ScreenPercentage=50
gpad.DefaultLeftStickInnerDeadZone=0.24
gpad.DefaultRightStickInnerDeadZone=0.27
r.Editor.SkipSourceControlCheckForEditablePackages=1
我认为两者没有联系。蓝色invalidated部分非常大,是否是它投影,比如天空是否有巨大的可投影对象?像SKM或WPO飞船,云雾卡片之类。如果没有这些选中其中一个有蓝色invalidated投影部分的对象,比如岩石开关下Evaluate World Position Offset标记,验证下是否和WPO有关;如果蓝色消失麻烦把这个对象的所有母材质(如果只有一个最好)贴上来看下。