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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/SystemInfo.html below:

Unity - Scripting API: SystemInfo

batteryLevel The current battery level (Read Only). batteryStatus Returns the current status of the device's battery (Read Only). computeSubGroupSize Size of the compute thread group that supports efficient memory sharing on the GPU (Read Only). constantBufferOffsetAlignment Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. copyTextureSupport Support for various Graphics.CopyTexture cases (Read Only). deviceModel The model of the device (Read Only). deviceName The user defined name of the device (Read Only). deviceType Returns the kind of device the application is running on (Read Only). deviceUniqueIdentifier A unique device identifier. It's guaranteed to be unique for every device (Read Only). foveatedRenderingCaps The foveated rendering technique supported on this platform. graphicsDeviceID The identifier code of the graphics device (Read Only). graphicsDeviceName The name of the graphics device (Read Only). graphicsDeviceType The graphics API type used by the graphics device (Read Only). graphicsDeviceVendor The vendor of the graphics device (Read Only). graphicsDeviceVendorID The identifier code of the graphics device vendor (Read Only). graphicsDeviceVersion The graphics API type and driver version used by the graphics device (Read Only). graphicsMemorySize Amount of video memory present (Read Only). graphicsMultiThreaded Is graphics device using multi-threaded rendering (Read Only)? graphicsShaderLevel Graphics device shader capability level (Read Only). graphicsUVStartsAtTop Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. hasDynamicUniformArrayIndexingInFragmentShaders Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions. hasHiddenSurfaceRemovalOnGPU True if the GPU supports hidden surface removal. hasMipMaxLevel Returns true if the GPU supports partial mipmap chains (Read Only). hasTiledGPU Returns true when the GPU uses tiled rendering. hdrDisplaySupportFlags Returns a bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system. maxAnisotropyLevel Returns the maximum anisotropic level for anisotropic filtering that is supported on the device. maxComputeBufferInputsCompute Determines how many compute buffers Unity supports simultaneously in a compute shader for reading. (Read Only) maxComputeBufferInputsDomain Determines how many compute buffers Unity supports simultaneously in a domain shader for reading. (Read Only) maxComputeBufferInputsFragment Determines how many compute buffers Unity supports simultaneously in a fragment shader for reading. (Read Only) maxComputeBufferInputsGeometry Determines how many compute buffers Unity supports simultaneously in a geometry shader for reading. (Read Only) maxComputeBufferInputsHull Determines how many compute buffers Unity supports simultaneously in a hull shader for reading. (Read Only) maxComputeBufferInputsVertex Determines how many compute buffers Unity supports simultaneously in a vertex shader for reading. (Read Only) maxComputeWorkGroupSize The largest total number of invocations in a single local work group that can be dispatched to a compute shader (Read Only). maxComputeWorkGroupSizeX The maximum number of work groups that a compute shader can use in X dimension (Read Only). maxComputeWorkGroupSizeY The maximum number of work groups that a compute shader can use in Y dimension (Read Only). maxComputeWorkGroupSizeZ The maximum number of work groups that a compute shader can use in Z dimension (Read Only). maxConstantBufferSize The maximum size of a constant buffer binding (Read Only). maxCubemapSize Maximum cubemap texture size in pixels (Read Only). maxGraphicsBufferSize The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only). maxTexture3DSize Maximum 3D texture size in pixels (Read Only). maxTextureArraySlices Maximum number of slices in a Texture array (Read Only). maxTextureSize Maximum texture size in pixels (Read Only). npotSupport What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) operatingSystem Operating system name with version (Read Only). operatingSystemFamily Returns the operating system family the game is running on (Read Only). processorCount Number of processors present (Read Only). processorFrequency The processor frequency of the device in MHz (Read Only). processorManufacturer Specifies the manufacturer name of the processor in the user's device (Read Only). processorModel Specifies the model name of the processor in the user's device (Read Only). processorType Processor name (Read Only). renderingThreadingMode Application's actual rendering threading mode (Read Only). supportedRandomWriteTargetCount The maximum number of random write targets (UAV) that Unity supports simultaneously. (Read Only) supportedRenderTargetCount How many simultaneous render targets (MRTs) are supported? (Read Only) supports2DArrayTextures Are 2D Array textures supported? (Read Only) supports32bitsIndexBuffer Are 32-bit index buffers supported? (Read Only) supports3DRenderTextures Are 3D (volume) RenderTextures supported? (Read Only) supports3DTextures Are 3D (volume) textures supported? (Read Only) supportsAccelerometer Is an accelerometer available on the device? supportsAnisotropicFilter Returns true when anisotropic filtering is supported on the device. supportsAsyncCompute Returns true when the platform supports asynchronous compute queues and false if otherwise. supportsAsyncGPUReadback Returns true if asynchronous readback of GPU data is available for this device and false otherwise. supportsAudio Is there an Audio device available for playback? (Read Only) supportsCompressed3DTextures Are compressed formats for 3D (volume) textures supported? (Read Only). supportsComputeShaders Are compute shaders supported? (Read Only) supportsConservativeRaster Is conservative rasterization supported? (Read Only) supportsCubemapArrayTextures Are Cubemap Array textures supported? (Read Only) supportsDepthFetchInRenderPass Indicates whether RenderPass can use its depth attachment as input. (Read Only) supportsGeometryShaders Are geometry shaders supported? (Read Only) supportsGpuRecorder Specifies whether the current platform supports the GPU Recorder or not. (Read Only). supportsGraphicsFence true if the platform supports GraphicsFences, otherwise false. supportsGyroscope Is a gyroscope available on the device? supportsHardwareQuadTopology Does the hardware support quad topology? (Read Only) supportsIndirectArgumentsBuffer Returns true if the graphics system supports GPU draw calls with indirect argument buffers. (Read Only) supportsIndirectDispatchRays Returns true if the graphics system supports indirect ray tracing dispatch. (Read Only) supportsInlineRayTracing Is inline ray tracing (ray query) supported? (Read Only) supportsInstancing Is GPU draw call instancing supported? (Read Only) supportsLocationService Is the device capable of reporting its location? supportsMachineLearning Checks if hardware acceleration of machine learning workloads is supported by the current system configuration. supportsMipStreaming Is streaming of texture mip maps supported? (Read Only) supportsMotionVectors Whether motion vectors are supported on this platform. supportsMultisampleAutoResolve Returns true if multisampled textures are resolved automatically supportsMultisampled2DArrayTextures Boolean that indicates whether multisampled texture arrays are supported (true if supported, false if not supported). supportsMultisampledBackBuffer A boolean property that indicates whether multi-sampled back buffer is supported (true if supported, false if not supported). supportsMultisampledTextures Returns a value of 1 or higher if multisampled textures are supported. (Read Only) supportsMultisampleResolveDepth Returns true if the platform supports multisample resolve of depth textures. supportsMultisampleResolveStencil Returns true if the platform supports multisample resolve of stencil textures. Otherwise, returns false. supportsMultiview Boolean that indicates whether Multiview is supported (true if supported, false if not supported). (Read Only) supportsParallelPSOCreation Returns true if parallel PSO creation is available for this device and false otherwise. supportsRawShadowDepthSampling Is sampling raw depth from shadowmaps supported? (Read Only) supportsRayTracing Checks if any ray tracing features are supported by the current system configuration. (Read Only) supportsRayTracingShaders Checks if ray tracing shaders are supported by the current system configuration. (Read Only) supportsRenderTargetArrayIndexFromVertexShader Boolean that indicates if SV_RenderTargetArrayIndex can be used in a vertex shader (true if it can be used, false if not). supportsSeparatedRenderTargetsBlend Returns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise. supportsSetConstantBuffer Does the current renderer support binding constant buffers directly? (Read Only) supportsShadows Are built-in shadows supported? (Read Only) supportsSparseTextures Are sparse textures supported? (Read Only) supportsStoreAndResolveAction This property is true if the graphics API of the target build platform takes RenderBufferStoreAction.StoreAndResolve into account, false if otherwise. supportsTessellationShaders Are tessellation shaders supported? (Read Only) supportsTextureWrapMirrorOnce Returns a value of 1 or higher if the 'Mirror Once' texture wrap mode is supported. (Read Only) supportsVariableRateShading Does the device supports variable rate shading? (Read Only) supportsVibration Is the device capable of providing the user haptic feedback by vibration? systemMemorySize Amount of system memory present (Read Only). unsupportedIdentifier Value returned by SystemInfo string properties which are not supported on the current platform. usesLoadStoreActions True if the Graphics API takes RenderBufferLoadAction and RenderBufferStoreAction into account, false if otherwise. usesReversedZBuffer This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only)

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