This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Программирование
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Screen

This section contains screen settings such as VR emulation and stereo modes, virtual resolution, border, framerate stabilization etc.

Screen settings

Screen Settings

VR Emulation VR emulation mode:
  • Disabled — no VR emulation.
  • HTC Vive — HTC Vive emulation.
  • HTC Vive Pro — HTC Vive Pro emulation.
  • Oculus Rift — Oculus Rift emulation.
Stereo Stereo rendering mode:
  • Disabled — stereo rendering disabled.
  • Anaglyph — stereo mode that is viewed with red-cyan anaglyph glasses.
  • Interlaced — stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
  • Horizontal — horizontal stereo mode.
  • Vertical — vertical stereo mode.
Panorama Panorama rendering mode:
  • Disabled — stereo rendering disabled.
  • Curved Panorama 180 — 180-degree panorama with curved edges.
  • Linear Panorama 180 — 180-degree linear panorama without distortion at the edges.
  • Fisheye Panorama 180 — 180-degree spherical panorama (fisheye).
  • Curved Panorama 360 — 360-degree panorama with curved edges.
  • Linear Panorama 360 — 360-degree linear panorama without distortion at the edges.
  • Fisheye Panorama 360 — 360-degree spherical panorama (fisheye).
Border Width Width of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
Border Height Height of the image border (in pixels), to be rendered outside the vertical bounds of the screen to reduce artefacts of post effects.
Max FPS Enables clamping of maximum FPS to the specified value.
Virtual Resolution Width Width of the virtual screen (in pixels). This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.
Virtual Resolution Height Height of the virtual screen (in pixels). This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

FPS Stabilization#

This feature is used to avoid significant FPS fluctuations making the frame rate smoother and driver's behavior more predictable, but for a performance cost (it may cause up to 30 percent FPS reduction).

The framerate stabilization feature reduces and smoothens actual FPS values higher than Min according to the following formula:

Stabilized_FPS = Rounding * floor( (Actual_FPS - Offset) / Rounding )

Notice
In case maximum render FPS clamping is enabled (see the render_max_fps colsole command), the resulting FPS will be equal to min( max_fps_value, Stabilized_FPS )
Enable Toggles FPS stabilization feature on and off.
Speed Up Number of frames per second for gradual FPS increase. This value controls smooth transition between various framerates and avoid fluctuations.
Speed Down Number of frames per second for gradual FPS decrease. This value controls smooth transition between various framerates and avoid fluctuations.
Min Minimum FPS value for which stabilization is to be performed.
Notice
For lower FPS values stabilization will be disabled.
Rounding Determines unit size (granularity) used for FPS stabilization. Resulting FPS value will be rounded to the nearest multiple of the unit size.
Offset Amount of actual FPS reduction used for stabilization, in frames per second. Actual FPS value will be reduced by this amount:

Resulting_FPS = Actual_FPS - Offset

Last update: 10.04.2020
Build: ()