Engine Scalability Settings do not affect SceneCapture2D

No matter what I do I can’t seem to get engine scalability settings applied to SceneCapture2D actors. I set all settings to “Low” and the game does look very bad while scene captures look really good and sharp, just like at epic settings.

Same thing happens with “screen percentage” or “resolution scale” settings. I know there’s a screen percentage setting in the SceneCapture2D actor too, but it does not work either.

Hey anticto,

I would recommend following this youtube tutorial.

There is no sound unfortunately but I was able to achieve 2048 x 2048 resolution on my captures.

Thanks,

Thank you for you answer, but I do not think this video is related to the issue. I can already capture with the SceneCapture2D actor to render targets with no problems.

What doesn’t seem to be working is “Engine Scalability Settings”, which can be controlled from the “settings” menu in the editor or by running console commands such as “sg.TextureQuality 4”. They affect the main camera and viewport but do not affect SceneCaptures.

Another similar issue is that I can render a screen percentage, i.e. “25%” of 1080p and then have UE4 upscale it automatically to 1080p. Again, SceneCaptures aren’t affected by this setting.

Hey anticto,

Sometimes, even with update every frame, you won’t see a huge distance inside of your viewport.

So, what I did was created a test and then after changing the settings to low and building I selected play in viewport.

You will see the quality dramatically change.

After that change the settings to epic build and then play.

The quality returns to epic and behaves as expected.

Thanks,

I can confirm this is still happening in 4.9 . In my level there are 3 “Scenes”, the main Scene or viewport and 2 SceneCaptures rendered to a texture. When I change all scalability settings from Epic to Low, the main scene halves its rendering time while the SceneCaptures barely change. I attach two “profilegpu” captures for reference.

Low Settings:

Epic Settings:

Hey anticto,

So the profilegpu function takes a snapshot of your GPU load at the time you take the capture. I suspect what is happening is that something else is going on that is influencing your GPU at the time you take the EPIC scaled profile .

I recreated your test. I made a new project in 4.9.1 and added two screen captures. I gave them each a separate 2D capture to look at. Then I profiled my gpu with both settings. This is the Result.

Low Engine Scalability.

Notice the Duration(MS for Both)

This is a profile for Epic Scalability.

There is a noticeable difference.

I am not quite sure why there is little change between the two, however, there is a change. If they had remained the same then this could possibly be a bug.

As I am unable to reproduce this on my end I cannot mark this as a bug. I will be moving this out of bugs and into Using UE4.

Thank you for reporting this,