"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.
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.
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