- May 11, 2008
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I was reading about doom and other games and the new doom has dynamic resolution scaling.
This is primarily used in the console world to limit the effects of finite calculation power.
What it does, is to maintain a required minimum fps rate, the resolution is temporarily decreased to a lower resolution. As soon as the hardware in the console can keep up and reaches the minimum amount of fps, the resolution is increased again.
For the pc, this should not be needed and for Doom it seems to be disabled (see article) but maybe it is active in pc games like hitman.
I mean, people have been seeing this with 4k resolutions. Maybe this is the reason why.
More in these articles :
http://www.eurogamer.net/articles/digitalfoundry-2016-doom-tech-interview
http://arstechnica.com/gaming/2015/...ion-scaling-keeps-halo-5-running-so-smoothly/
Any thoughts ?
This is primarily used in the console world to limit the effects of finite calculation power.
What it does, is to maintain a required minimum fps rate, the resolution is temporarily decreased to a lower resolution. As soon as the hardware in the console can keep up and reaches the minimum amount of fps, the resolution is increased again.
For the pc, this should not be needed and for Doom it seems to be disabled (see article) but maybe it is active in pc games like hitman.
I mean, people have been seeing this with 4k resolutions. Maybe this is the reason why.
More in these articles :
http://www.eurogamer.net/articles/digitalfoundry-2016-doom-tech-interview
Digital Foundry: Dynamic resolution scaling works great on consoles - are there technical reasons that preclude the same technology working on PC?
Billy Khan: Dynamic resolution scaling actually works on all of the platforms. We don't currently enable dynamic resolution scaling on the PC because the user can effectively choose the resolution they want from the settings menu. We do offer static resolution scaling that allows users to run at high resolutions but then lower the rendering buffers by percentage to achieve higher frame rates.
http://arstechnica.com/gaming/2015/...ion-scaling-keeps-halo-5-running-so-smoothly/
The technique is called dynamic resolution scaling, and a recent analysis by Digital Foundry goes into some detail about how it works in Halo 5: Guardians. Basically, the developers at 343 have prioritized hitting 60fps consistently through the entire game, a big boon for a twitchy first-person shooter (and a first for the Halo series). The level of graphical detail in some game scenes, though, means that such a high frame rate can only be delivered at resolutions well below the Xbox One's highest 1080p standard.
Instead of just statically setting a low resolution ceiling for the entire game, though, Halo 5 dynamically changes the resolution based on the detail of the current in-game scene. This on-the-fly adjustment takes place on both the X and Y axes, with resolutions jumping from as low as 1152×810 to as high as 1536×1080 in Digital Foundry's analysis. The apparent on-the-fly change in resolution wasn't even noticeable to my eye during some recent testing.
While Digital Foundry says that "the game spends the overwhelming majority of its time well under full 1080p," this dynamic resolution scaling means that pixel counters can get the very best visual fidelity possible at any point without the usual frame rate jumpiness. The game also uses other tricks to preserve the overall frame rate, such as using less detailed, "half-rate" animations for far-off enemies (like many other games, Halo 5 also uses less-detailed polygonal models to save cycles when rendering far-off objects).
Any thoughts ?