What does it actually do? I’m on 5.2 and I don’t really need all that Lumen/Nanite stuff for my project, so I switched to DX11 and disabled all unnecessary features for optimization purposes (I don’t enable Forward rendering because it causes the Sky Atmosphere to turn black). It’s funny to see that I’m getting worse FPS and even worse graphics compared to the iOS SM5 preview mode, when I have all my graphics features enabled. I’m pleased with the performance boost it gives, gpu load it decreases, and it looks nice enough for me.
And I don’t understand why, if the default sky atmosphere doesn’t support forward rendering, it works on the mobile forward renderer.
So, my question is: is there a way I can make the iOS SM5 rendering profile pipeline the project default without enabling it? This way, I can compile it for Windows with such good-looking performance and graphics.
I think the mobile previewer uses an alternate rendering path using OpenGL ES 3.1
Unfortunately, on Desktop, UE does not provide a functionality to create an executable using the mobile rendering path… or maybe I am missing something
That’s possible the sky atmosphere, while not supported on forward desktop on DX11, is supported on forward mobile on OpenGL ES 3.1. This is a bit strange, but that’s a possibility
Maybe the issue come from somewhere else, and you can probably use forward rendering on Desktop for your project, for better performance. Be careful though with dynamic lights as they have a certain cost on a forward renderer (bigger than in deferred rendering)
you need to add a SM_SkySphere mesh with simple atmosphere dome material to the scene to make it work. this mesh is included in the demo maps, that’s why it works. try to delete it and you’ll see. but forward mobile don’t need it, so it’s truly strange.