I use a GXT 1070TI with the latest drivers. Are the above methods simply fragile? I can’t risk having an X amount of devices asserting because no resolutions are detected.
*Edit DX11 and DX12 work absolutely fine and return all resolutions. I am going to assume this is a bug on UE’s part, anyone can confirm?
Since setting an RHI requires a full app restart and testing for available resolutions requires the RHI to be loaded… This is breaking.
I’m still locking to the one resolution reported by GameUserSettings on Vulkan which is pathetic.
FS_SupportedScreenResolutions SupportedScreenResolutions;
if (GetCurrentRenderHardwareInterface() == E_RHIMode::RHI_VULKAN) {
// Vulkan for whatever reason does not implement RHIGetAvailableResolutions, making it an odd one.
// https://forums.unrealengine.com/t/ue5-1-1-supported-vulkan-rhi-returns-no-supported-screen-resolutions/873006
SupportedScreenResolutions.Resolutions.Add(GameUserSettings->GetScreenResolution());
SupportedScreenResolutions.CurrentResolutionIndex = 0;
}