Setting max native resolution for PIE

Hi folks,

We have an issue where people have 4k monitors and want to test full screen but then get terrible performance.

I’d like to lock the Native resolution to something we actually plan to support rather than have people being unable to play the game in PIE full screen if they have a 4k monitor.

Is there a way to do that?

I found this setting but it doesn’t appear to affect PIE.

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None of the other settings i’ve found appear to impact PIE either.

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currently the only solution that works is creating an actor that sets the r.ScreenPercentage.MaxResolution cvar and placing it in the level.

Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into these settings and setting a max resolution for PIE for you.

Hello,

The “Minimum / Maximum default rendering resolution to use for editor viewports” settings are the tool to use.

However, keep in mind there are several layers of overrides here, and the values are not hard clamps. Instead, they are used to calculate a default Screen Percentage.

The base values are in Project Settings → Editor → Performance. These can be part of your project repo.

The values in Editor Preferences will override the values in Project Settings, if enabled.

Per-Viewport, the default Screen Percentage can be overridden as well, from the Performance → Screen Percentage menu. You can also use this to verify the current render resolution.

Please let us know if this helps.

Hi Stephen,

I’ve been unable to get any of those settings to do what I want.

No project settings appear to affect the native resolution in PIE.

Are you able to provide step by step instructions on how to control the play in editor max native resolution through the project settings?

Hello,

Please see the below image for the specific settings for each of the three locations, and the expected results.

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Keep in mind that this size limit changes the Screen Percentage, so the final output image will still be at full resolution. Everything before the Upscale will be rendered at the lower resolution. For more information on how this works, please see this documentation:

https://dev.epicgames.com/documentation/en\-us/unreal\-engine/temporal\-upscalers\-in\-unreal\-engine

The Fullscreen mode uses Windowed Fullscreen, which means that backbuffer resolution is controlled by the size of the monitor, as reported by the operating system. Making it smaller would make it just a borderless window in the upper-left corner of the monitor.

Please let us know if this helps.