As a test, I set my camera FOV to 110 degrees, and dropped my character on a sphere, resulting in some wide-FOV linear distortion. I set both of the values in the console while running, but no dice, the view didn’t change noticeably.
Other things I tested:
170 degree FOV
r.Upscale.Panini.D = 5, 50, 500, 5000
r.Upscale.Panini.S = -1, -100
r.ScreenPercentage.Editor = 101
Nothing came close to adjusting the sphere’s distortion, matching images from the docs, or even affecting the camera’s view.
Is the Upscaling pass still a thing in 4.15? Do I need to do some additional voodoo to enable this? Is Alexander Paschall still looking for documentation that needs improvement? Enquiring minds need to know
I’ve been playing with this setting and I’ve found it works fine on some machines, but not at all on others. Have you tried on a different PC? If somebody could shed light on why this happens it would be great, currently it seems completely random. I’ll update if I find any definite cause.
Any FOV (135-140 seems to work best),
r.upscale.panini.D 1,
r.upscale.panini.S 0,
r.screenpercentage 200 (or anything but 100)
This works flawlessly on most machines, but when I tried it on lab pcs (1080s, i7s) the process just doesn’t happen. Annoyingly, it worked on a couple, but they’re completely identical machines. I couldn’t check gpu drivers so maybe try updating/rolling back those?
And you can just type those as is in a game window console ( ` key for me), or use a console command blueprint node.
Still nothing? It’s not like there are tons of questions regarding this but a tutorial or something would be pretty neat if someone got this to work properly.