By using this site, you agree to our Privacy Policy and our Terms of Use. Close

SvennoJ said:

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.

All bad solutions

WipEout really feels weird (I love the game) at super high speeds due the change in resolutions and framerate.

Killzone MP is a blurry mess that need to be avoided at any cost.

AW is early to call yet but I guess the screen tearing happens when the resolution have big changes.