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Currently, setting the renderScale in the game settings does not impact the framebuffer scale.
Things to keep in mind:
what's the impact of drawing (e.g. particle effects) onto scaled down frame buffers?
Major concern of this are mobile devices:
e.g. Samsung Galaxy S8 has a screen resolution of 2960 x 1440 pixels.
Given a render pipeline with multiple stages and shaders, this might add up:
2960 x 1440 pixels (base layer) + 2960 x 1440 pixels (frame buffer) + 2960 x 1440 pixels (end result) per frame!! This is insane. The idea is to reduce that load on the graphics chip drastically by applying the framebuffer scale (e.g. factor of x0.2):
2960 x 1440 pixels (base layer) + 592 x 288 pixels (frame buffer) + 592 x 288 pixels (end result) per frame!!
The text was updated successfully, but these errors were encountered:
bitbrain
changed the title
render scale should scale all pipeline frame buffers respectively
render scale should scale all frame buffers respectively 🐛
Mar 11, 2019
bitbrain
changed the title
render scale should scale all frame buffers respectively 🐛
render scale should scale all frame buffers respectively
Jul 27, 2019
Currently, setting the
renderScale
in the game settings does not impact the framebuffer scale.Things to keep in mind:
Major concern of this are mobile devices:
e.g. Samsung Galaxy S8 has a screen resolution of 2960 x 1440 pixels.
Given a render pipeline with multiple stages and shaders, this might add up:
2960 x 1440 pixels (base layer) + 2960 x 1440 pixels (frame buffer) + 2960 x 1440 pixels (end result) per frame!! This is insane. The idea is to reduce that load on the graphics chip drastically by applying the framebuffer scale (e.g. factor of x0.2):
2960 x 1440 pixels (base layer) + 592 x 288 pixels (frame buffer) + 592 x 288 pixels (end result) per frame!!
The text was updated successfully, but these errors were encountered: