QualityController
Chooses a render quality level from measured frame times. Game runs one for you after enableAdaptiveQuality(); you don't normally create one yourself.
Properties
targetFps(float)minLevel(integer)maxLevel(integer)windowSeconds(float)outlierFrameSeconds(float)settleSeconds(float)stepDownBelowFraction(float)stepUpHeadroomFraction(float)stepUpSustainSeconds(float)maxMeasurableFps(float)stepDownCooldownSeconds(float)probeFailWindowSeconds(float)probeBackoffSeconds(float)stepUpJumpFraction(float)
Constructor
new QualityController(
options?: BGE.AdaptiveQualityOptions,
): QualityControllerParameters
options(BGE.AdaptiveQualityOptions, optional, default: "{}") — any subset of the options
Instance Methods
update(dt: float, currentLevel: integer): integer
Feed one frame's duration; returns the level to use (currentLevel if no change).
Parameters
dt(float) — full frame time in seconds, including the buffer swapcurrentLevel(integer) — the level currently applied
Returns
integer
notifyLevelChanged(): void
Call after a new level has been applied: clears the average and waits out the settle period so one-off rebuild costs don't count against the new level.
Returns
void
notifySceneChanged(): void
Call after a scene change, for the same reason as notifyLevelChanged().
Returns
void