Quantization step count to use for upper bound screen percentageIf non-zero, rendertargets will be resized based on the dynamic resolution fraction, saving GPU time during clears and resolvesOnly recommended for use with the transient allocator (on supported platforms) with a large transient texture cache (e.g RHI.TransientAllocator.TextureCacheSize=512)
Usage
r.DynamicRes.UpperBoundQuantization [value]
Set via the console (~) or in DefaultEngine.ini / DefaultGame.ini.