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Dynamic resolution

Hardware På svenska → Updated: 2026-10-26

Scales the render resolution up and down in real time according to GPU load, to keep the frame rate steady.

When a scene gets too heavy the engine renders fewer pixels for a frame or two, then upscales the result to the display's resolution — often unnoticed because the HUD and post-processing run at full resolution. The trick became standard on consoles during the PS4/Xbox One generation (around 2014), where a locked 1080p/30 mattered more than a crisp still frame.

Modern variants adjust the scale per frame from the GPU time measured on the previous frame, and often pair with temporal upscalers (DLSS, FSR, TAAU) that reconstruct detail from earlier frames. The cost is a softer image during load spikes, which is easier to accept in motion than a stutter.

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