Hello,
I am currently developing a PC game using Unreal Engine 5.4. We are testing support for both High-End PCs (using Lumen, Nanite, VSM) and Low-End PCs (using Forward Shading) within a ‘Single Build’.
I am looking for technical advice regarding the implementation of Fortnite’s ‘Performance Mode’, as it seems to be the best reference for our goal. We are currently researching switching Rendering Paths (Forward/Deferred) over the DX12 API.
Specifically, I have the following questions:
- Switching Rendering Pipelines: Does Fortnite’s Performance Mode utilize the ‘Mobile Forward Renderer’ (forced on PC), or does it use the standard ‘Desktop Forward Shading’?
- Implementation Strategy (INI Settings): Is the standard approach to modify specific CVars (like r.ForwardShading, r.Nanite) in the local Engine.ini via GameUserSettings or GConfig when a user changes options, and then force a Game Restart? Are there any specific .ini configurations or best practices you could share?
- Packaging & Shaders: To include shaders for both High-End (DX12, SM6) and Low-End (DX12/DX11, SM5) in a single package, what is the most stable configuration for TargetRHIs and D3D12TargetedShaderFormats in Project Settings?
Any insights from Epic staff or developers who have implemented similar dual-spec pipelines would be greatly appreciated.
Thank you.
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