Device profiles vs scalability levels

Hi,

In my Android game, I give the player 4 buttons to control the overall scalability level of the game. I do that through Blueprints by calling SetOverallScalabilityLevel then apply to save. Having encountered many issues, especially with players with low-end devices, I would like to use device profiles instead (or as a complement).

My questions are:

  1. Which one takes precedence, device profiles or scalability levels? if I set sg.FoliageQuality to 0 in a device profile while the game user settings value is 3, which one is set?
  2. What’s the workflow here? Set some CVars through device profiles while others are left to the player’s choice?

Any ideas would be greatly appreciated! Thanks!

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