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OpenGL version?


MichaelSamuell

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What would make much more sense is a dynamic resolution scaling, i.e. dynamically downscale the render resolution if performance is too low. This is a fairly common technique deployed in actual games. I even did a prototype of it for TDM at some point, but there are some annoying non-trivial issues with the approach. Still, it could be done in principle...

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2 hours ago, cabalistic said:

What would make much more sense is a dynamic resolution scaling, i.e. dynamically downscale the render resolution if performance is too low. This is a fairly common technique deployed in actual games.

I think I even meant that. Sorry, I'm not too familiar with the graphics tech.

It's especially apparent when you load a level in modern games. The textures look very low quality, and, after few moments, it gets scaled, when the game detects that the framerate is alright.

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Hm, that sounds more like a delayed loading algorithm, where it's loading lower quality levels first to get the player into the game faster, then progressively loads higher quality assets and uses them when they become available (?). Dynamic resolution scaling would usually start you off at its highest level and progressively drop you lower as necessary.

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I think you can do "dynamic texture quality" with "partially resident textures" (aka GPU IHV spec megatexture tech).

Though, Id Tech 5+ uses area flags in their maps to let the engine know "if you are near here then prepare to change quality when you get

closer".

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5 hours ago, cabalistic said:

Hm, that sounds more like a delayed loading algorithm, where it's loading lower quality levels first to get the player into the game faster, then progressively loads higher quality assets and uses them when they become available (?). Dynamic resolution scaling would usually start you off at its highest level and progressively drop you lower as necessary.

What he is asking is sparse virtual textures or texture streaming tech, that is somewhat similar to megatexturing. 

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