Advance Graphics Settings + Custom Graphics + Keybind System
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 | Module | Technical Stack (C++ / USF) | Why It Is Worth It | |---|---|---| | **VTrace Core** | `VanzPathTraceCS.usf`, `VanzPathBSDF.ush`, Contact AO | Proprietary GPU compute pass (not a default engine PT wrapper). Fast real-time ray queries. | | **Denoise & Filter** | A-Trous Wavelet (3x3 to 9x9), Firefly clamp thresholds | Eliminates stochastic sparkle and ray noise in real time while preserving crisp geometric edges. | | **Quad-Upscaler & FG** | `EDontInUpscaler` (DLSS, FSR3, XeSS, TSR), Frame Gen 2x-4x | Hardware-agnostic. Single unified API wraps all GPU vendors without vendor-specific code. | | **Pipeline Switcher** | `EDontInRenderType` (Raster, Lumen SW/HW, RT, VTrace) | Instant runtime graphics pipeline toggle without restarting the game. | | **Config Persistence** | `UGameSettingsSubsystem` writing to `GameUserSettings.ini` | Clean config serialization. Zero engine config pollution. Zero Blueprint spaghetti. | ## 2. Keybind System (Keyboard & Controller) | Input Feature | Technical Implementation | Why It Is Worth It | |---|---|---| | **Dedicated Dual-Device** | `UKeyboardKeybindRowWidget` & `UGamepadKeybindRowWidget` | Separate Keyboard/Mouse and Gamepad classes. Completely eliminates axis leakage between devices. | | **Dual-Slot Mapping** | Primary & Secondary slots (`EDontInKeybindSlot`) | Full support for primary and fallback keys per gameplay action. | | **Live Input Capture** | `BeginCapture`, `FinishCapture`, native preview handlers | Dynamic interactive listening on hardware button/key presses with clean cancel handlers. | | **Conflict & Anti-Duplicate** | `bAllowDuplicateKeys`, delegate `FDontInKeybindConflict` | Prevents key overlap bugs. Fires event callbacks automatically on invalid inputs. | | **Dynamic Glyph Engine** | `EDontInKeyboardIconCategory` (Letters/Numbers/Special) + Gamepad icons | Automatically 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. |




