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Advance Graphics Settings + Custom Graphics + Keybind System

PLUGINv1.0eye10 dilihatSegera Hadir

Perbandingan Grafis (Before / After)

Geser pembatas kiri-ke-kanan untuk melihat perbedaan detail visual secara langsung.

LUMEN VS VTRACE (Custom Shaders) (Before)
LUMEN VS VTRACE (Custom Shaders) (After)
Before
After
LUMEN VS VTRACE (Custom Shaders)
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LUMEN VS VTRACE (Custom Shaders) (Before)
LUMEN VS VTRACE (Custom Shaders) (After)
Before
After
LUMEN VS VTRACE (Custom Shaders)
◀▶

Tentang Aset Ini

An original GPU compute shader rendering system (VTrace), centralized runtime graphics controller, and dual-device input remapping architecture (Keyboard & Gamepad Controller) built with 100% native C++ for Unreal Engine 5.7.

1. VTrace & Graphics Controller

ModuleTechnical Stack (C++ / USF)Why It Is Worth It
VTrace CoreVanzPathTraceCS.usf, VanzPathBSDF.ush, Contact AOProprietary GPU compute pass (not a default engine PT wrapper). Fast real-time ray queries.
Denoise & FilterA-Trous Wavelet (3x3 to 9x9), Firefly clamp thresholdsEliminates stochastic sparkle and ray noise in real time while preserving crisp geometric edges.
Quad-Upscaler & FGEDontInUpscaler (DLSS, FSR3, XeSS, TSR), Frame Gen 2x-4xHardware-agnostic. Single unified API wraps all GPU vendors without vendor-specific code.
Pipeline SwitcherEDontInRenderType (Raster, Lumen SW/HW, RT, VTrace)Instant runtime graphics pipeline toggle without restarting the game.
Config PersistenceUGameSettingsSubsystem writing to GameUserSettings.iniClean config serialization. Zero engine config pollution. Zero Blueprint spaghetti.

2. Keybind System (Keyboard & Controller)

Input FeatureTechnical ImplementationWhy It Is Worth It
Dedicated Dual-DeviceUKeyboardKeybindRowWidget & UGamepadKeybindRowWidgetSeparate Keyboard/Mouse and Gamepad classes. Completely eliminates axis leakage between devices.
Dual-Slot MappingPrimary & Secondary slots (EDontInKeybindSlot)Full support for primary and fallback keys per gameplay action.
Live Input CaptureBeginCapture, FinishCapture, native preview handlersDynamic interactive listening on hardware button/key presses with clean cancel handlers.
Conflict & Anti-DuplicatebAllowDuplicateKeys, delegate FDontInKeybindConflictPrevents key overlap bugs. Fires event callbacks automatically on invalid inputs.
Dynamic Glyph EngineEDontInKeyboardIconCategory (Letters/Numbers/Special) + Gamepad iconsAutomatically renders matching physical gamepad button or keyboard key icons.
| Data-Driven & Reset | UGameKeybindProfile, String Table sync, UGameKeybindBlueprintLibrary | Add inputs via DataAssets without touching code. Granular secondary clear and factory reset nodes. |

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