SvennoJ said:
walsufnir said:
ethomaz said: Seems like the Dynamic resolution was more marketing when achievable... they could have locked in 1360x1080 or 1600x900 but I understand the PR mess they are facing right now. The framerate dips in PS4 campaign and screen tearing in Xbone campaign are really bad even if it is sporadic... they could have a bit of more polish because seems like the overall performance is great. |
I think dynamic resolution is something we should see more often instead of fluctuating framerates, to be honest. And given they implemented it now means they can use this in coming games, too. It's a nice technique for me.
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The problem with dynamic resolution is that it introduces extra lag. You need to buffer extra frames to make up for time lost on a frame that went over budget. It's not simple to calculate how long a frame render will take with different resolutions. That's probably why the 1360x1080 is fixed in multiplayer and 1920x1080 is only used in some places in the campaign. Probably hard coded to avoid lag from just in time adjustments. Wipeout HD dynamically reduces resolution but drops frames first and then goes back to 60fps while lowering resolution. GT4 had a different approach, first rendering the even lines then the odd lines. In busy scenes in GT4 the resolution basically halves as only half the lines are updated for a small time. KZ:SF multiplayer does that with columns, except every other frame and tries to interpolate the missing pixels.
All approaches have disadvantages and introduce extra overhead.
Another approach could be to render the scene at half resolution first. Then fill in full resolution blocks starting from the center or where the action is at. That would work especially well for racing games as you're always looking down the road and the edges of the screen are usually smeared in motion blur anyway. Of course it's still more efficient to render 1 optimized pass. Or do what it seems AW did, lock the reolution based on where you are.
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If we didn't have all the repeated talk about how important resolution is, devs probably wouldn't look for solutions like this. I think in general this is a nice approach and some research will be spent into this this gen. Again, I am more ok with this than dropping frames. How difficult it is for devs to make good predictions and other stuff I am glad to read when they release ppts of their stuff :)