HighResShot multiplier too large

"The high resolution screenshot multiplier is too large for your system "

greetings , we’re looking to take some very large images in engine for printing ( 28,000 pixels wide )
we’re getting good results from the highresshot but are limited to much lower resolutions ( 8,000 pixels height) .
are there any config settings that is capping the multiplier to 10 , and outputing the error message “too large for system” when trying to output larger images from the console . what is the limiting factor , do we need more ram , or more videocard ram?

TiledShot didnt have any issues with huge screenshots because it seemed to render it out in sections.
is there a way we could setup an array of cameras to create HighResShots of each section like how TiledShot did. i cant think of how to resolve the position and fov needed for each camera to be able to stitch back together.

any thoughts or workarounds appreciated !

I would grab a GPU, CPU, and RAM monitor (there are tons of free ones on the net) and see if anything is getting maxed out during the rendering. That will give you a good idea of where you need to upgrade.

In Direct3D 11, it looks like it’s set (by DirectX) at the max size of 16384, and Direct3D 10 at 8192

  • Engine/Source/ThirdParty/Windows/DirectX/Include/d3d12.h
  • Engine/Source/Runtime/Windows/D3D12RHI/Private/D3D12Device.cpp:390

And in OpenGL it’s queried from the hardware GL_MAX_TEXTURE_SIZE

  • Engine/Source/Runtime/OpenGLDrv/Private/OpenGLDevice.cpp:570

So you might be able to get higher than 8k by using a DirectX 11 Driver.

Either way, the screenshot is being rendered to a texture, not just a memory buffer, so it will be limited by the maximum size of a texture in the graphics pipeline.

  • FViewport::TakeHighResScreenShot() // location of the size check and the error message
  • FViewport::HighResScreenshot() // place where it actually enters the command to render the frame

I think I have the same question https://answers.unrealengine.com/questions/343253/how-can-i-take-higher-resolution-screenshots.html

Did you come up with a solution or workaround yet?