r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution.
It seems that r.MobileContentScaleFactor is being ignored. User are encountering this issue as am I to the best of my knowledge(This is potentially just lack of knowledge for me). Jeff Flynn mentioned that a GPU dump may yield better information.
Older forum post in which a user found a work around related to r.MobileContentScaleFactor:
https://forums.unrealengine.com/t/ue5-ios-r-mobilecontentscalefactor-getting-ignored/241640
[IOS DeviceProfile] +CVars=r.MobileContentScaleFactor=2;
Expected Results:
A higher resolution will be used.
Actual Results:
Lower resolution is used for the game. In the case of iPhone 11 : 812 x 375
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-144079 in the post.
1 |
Component | UE - Platform - Mobile |
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Affects Versions | 5.0 |
Target Fix | 5.0 |
Created | Feb 28, 2022 |
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Resolved | Mar 4, 2022 |
Updated | Jan 25, 2023 |