Hi, and sorry if I’m posting on the wrong forum or this or a similar question has been asked already… (if so, a link would be appreciated)
So, I was checking out the MacGraphicsSwitching-Plugin, basically because I’m still not satisfied with the performance of the UEditor on my machine (which is a late 2013-MBP) and was looking for misconfigurations I may have made. As the has an internal Iris Pro chip and the nVidia 750 GT, I figured maybe UE is using the “wrong” render device.
Everything here is observed on a source-build from the 4.7 branch (6c3c1ce).
So, the plugin correctly enumerates my graphics devices, but the selection doesn’t update, and I’m not sure if the selected renderer gets switched if I’m selecting the Geforce (standard is “Iris Pro + nVidia”). I looked into the source of the plugin (Plugins/Editor/MacGraphicsSwitching/Source) and found the function seemingly responsible for switching the devices, which should be SMacGraphicsSwitchingWidget::OnSelectionChanged(…). Basically it sets a variable with this code:
static const auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Mac.ExplicitRendererID"));
if ( CVar )
{
CVar->Set( (int32)InItem->RendererID );
}
Could someone point me to the code that is responsible for picking up on changes to that or am I missing something / getting smth. completely wrong?
Bascially, I would like to know explicitly which device UE4 is using on my machine so I know if I can’t expect any better performance.
Thanks for any pointers or help!