As stated in the title, the command r.ScreenPercentage isn’t working for me anymore in UE5 P2. And i repeat “for me” because, as you can see in this video from a member of the UE community discord, it’s working fine for him :
I’m using TSR and a cine camera but tested with TAA, FXAA and a regular camera.
What’s weird is that in UE5 P1 and UE4 it was fine.
This is enabled by default intentionally that you don’t accidentally run out of GPU memory and loosing unsaved editor work if the game settings’s screen percentage are configured wrongly.
I struggle with the same issue, so please allow me to quickly c&p my post from another thread regarding the screen percentage topic. Cheers!
“I noticed the same issue with r.screenpercentage in Unreal 5 as well. I know it’s not an ideal solution for super sampling, but used to be quite useful for recording high res videos. I can set it up via the viewport in the editor, but the console command doesn’t work for me as well (works in UE5 preview build and UE4 builds, though) - plus it’s not showing up as an option/feature in the PP volume.”
Thanks for any help there!
/Edit: Unfortunately, changing PIE settings in the editor didn’t help regarding console command response or setting it up for recording.
For TSR (r.TSR.History.ScreenPercentage 50) does work
I manage to make it work by disabling TAA upscaling (r.TemporalAA.Upsampling 0) and by then using (r.ScreenPercentage), also tried the previous method, so I’m not sure if it influenced the outcome.
UE5 uses some AutoScreenPercentage,
you can try changing it in your Project Settings: Project Settings > Editor - Performance > Viewport Resolution,
change it to Manual and adjust your ScreenPercentage and Minimum Resolution.
Or try these values, they worked on my Project: r.Editor.Viewport.OverridePIEScreenPercentage 0
after that you can use r.Screenpercentage again in your Playtest.
Looks awesome to me. It would be cool(as an option) if we could set the resolution to an exact pixel count like 1920x1080 instead . If would benefit more accurate performance monitoring during environment building.
Even if I put the editor in fullscreen, it’s still not the full resolution because it takes into about the Windows OS taskbar. (Please don’t respond with an indefinite loop hole/workaround for that one lol)
Also, a check box showing play in editor screen percentage is being overridden by same screen percentage shown inside the pop-up window. It’s more convenient than editor settings.
Also, I sent you a private DM. Please check it, or atleast give it a like so I know you read it.
I swear to god… I almost destroyed my entire HW while trying to figure out what this is. Dont do things intentionally. Devs know what they are doing. Unless that feature is strictly required, dont enable it. Thanks.