Focused reference · Unreal Engine 5.8
Scalability and device profiles
Ownership
- Use scalability groups for player-facing quality families.
- Use device profiles for platform/device defaults, feature support, memory buckets, and overrides.
- Store project overrides in project
Config, not edited engine base files. - Treat
Engine/Config/BaseScalability.iniand platform base device profiles as current reference implementations, then override only measured needs.
Core groups include resolution, view distance, anti-aliasing, shadows, global illumination, reflections,
post processing, textures, effects, foliage, and shading. Validate the exact UE 5.8 group contents;
one sg.* value can change many CVars.
Tier workflow
- Define minimum/recommended target hardware and renderer feature support.
- Establish Low/Medium/High/Epic intent with a stable gameplay-readability floor.
- Begin with engine group defaults; measure every target device.
- Override subsystem controls only when the group misses the budget or quality target.
- Expose settings whose visual/performance trade is meaningful to players.
- Restart/reload when a feature path or shader permutation requires it; label settings accordingly.
- Test saved settings, auto-detection/defaults, upgrades, and unsupported hardware fallback.
Never let a low tier remove enemies, hazards, navigation cues, competitive visibility, or essential feedback. Scale visual richness and representation, not game rules.