Adaptive quality rendering?

I just watched this video by Valve from Dev Days:

In the talk the presenter shows a system that they developed to change rendering quality in real time based on frame rate. I was wondering if Unreal Engine has something like this implemented, or in the works?

It’s not hard, I’ve done it myself. All you’re doing is scaling values based on the average tick rate over a period of time. You don’t want to calculate it and tweak the values with each tick though.

There was mentions during the Unreal talk at dev days about adaptive scaling making it to the engine. OR it was from one of the live streams… They’re working on it!

@SaviorNT If only I knew how to do that… I’m an artist :]
@Fantsifall Awesome, great to hear!