Forum Discussion
By "animosity" I was referring to this part:
@Halpen4 wrote:These things have nothing to do with restraints of hardware power, give me a break! Your explanation is way over complicating the real issue!!
Didn't sound chill in my book.
Anyway, that's beside the point. By dynamic resolution and "hardware power" I was referring to this:
Specifically what Linus refers to when he goes on to talk about MIP Mapping at the 2:40 mark. Not exactly what the game is using, but you get the gist.
Dynamic resolution is a commonplace technique these days and Digital Foundry shows on their review:
If it was only a matter of a "low pixel graphical design" from the get go, shouldn't those textures look pixelated as shown by OP all the time?
That's not the case. My Red Bull decals on the halo looks like this (pic below), nowhere near as bad as OP's, and I'm on PS5:
And it's not like I have different texture files as him.
Hence my mentioning of the lower res versions of those textures not being up to par, or the dynamic res being too aggressive and kicking in even when the game can still hit its performance benchmarks.
So it's like the game prints the thumbnail version of the graphic because it thinks the performance will drop if it keeps the full res version on.
- mariohomoh2 years agoHero (Retired)@Halpen4 Are you going to get back on track and discuss the topic again or just waste paragraphs on the personal stuff?
The post after the "anyway" (aka everything after the first two opening short sentences) are specially about the issue at hand and you left it all hanging 🤷♂️- 2 years ago
@mariohomohAlready responded back to you? But, which red bull halo livery did you picture? Regular version from game release or the "Miami" red bull? Plus, your theory still doesn't make up a reason to explain why the word "Gulf" on the 800 Williams is cut off and each letter looks slightly angled crooked, hardware issue too? To me these new livery images are, poor quality to begin with.
- mariohomoh2 years agoHero (Retired)
Now you're putting me in a pickle. Everything I said on the 1st page still applies 100% to the scenario you're putting forward here, and explaining again how dynamic resolution works would be now the third time I give it a shot. Sorry buddy, but I'm not going to do that again specially when it seems you didn't even give the material I linked a fair go. I'll take this (not being able to break down how the tech works for you) as a loss.
Just to not leave you with nothing, I gave this prompt to Chat GPT:
I'm not tech savvy. Can you explain to me how dynamic resolution techniques in videogames can make it so that some textures look pixelated sometimes even when they look pristine and high resolution when the system is not under a heavy load?
And it gave us this:
Of course! Dynamic resolution techniques in video games are used to maintain a consistent level of performance while maximizing visual fidelity on a given gaming system. These techniques are particularly useful for consoles and lower-end hardware, where maintaining a stable frame rate and avoiding performance drops are crucial for a smooth gaming experience.
The concept of dynamic resolution revolves around adjusting the rendering resolution of the game on the fly based on the current workload of the system. When the system is not under heavy load, it can render the game at a higher resolution, resulting in crisp and high-quality visuals. However, when the system starts to struggle, either due to complex scenes or intense action on the screen, the resolution is dynamically reduced to lessen the processing demand and maintain a playable frame rate.
Here's how it works:
1. Normal Situation: Let's say your gaming system is capable of rendering the game at 1080p (1920x1080) resolution, and under normal circumstances, it runs smoothly at this resolution.
2. Heavy Load: During intense gameplay moments or graphically demanding scenes, the system's GPU and CPU may be overwhelmed, causing frame rate drops. If the frame rate drops too much, the game's performance becomes noticeably choppy and less enjoyable.
3. Dynamic Resolution Adjustment: To avoid these performance drops, the game dynamically reduces the rendering resolution. For example, it might drop from 1080p to 900p or 720p temporarily. At the lower resolution, the GPU and CPU have less work to do, making it easier to maintain a smoother frame rate.
4. Pixelation: When the game's resolution is lowered, the number of pixels available to display the game world decreases. As a result, the image can appear less sharp and pixelated, especially if you're playing on a larger screen or sitting closer to the display. Details in textures and distant objects might look a bit blurry or jagged.
5. Performance Boost: The benefit of this approach is that, while the visuals may look pixelated temporarily, it helps ensure the game remains playable and responsive, avoiding frustrating frame rate drops or slowdowns. As soon as the system's workload reduces, it will increase the resolution back to the original setting, leading to a pristine and high-resolution display again.
This dynamic resolution adjustment is often done seamlessly in the background, without the player noticing significant changes in real-time. It's a trade-off between visual fidelity and performance, and it allows games to be more flexible in adapting to the capabilities of different gaming systems.
Keep in mind that dynamic resolution is just one of several techniques used to optimize video game performance. Developers may combine it with other methods like adaptive quality settings, level of detail adjustments, or dynamic shadow resolution to achieve the best balance between visuals and performance on various gaming platforms.
Long winded, I know. So I asked it to shorten it up to a single paragraph:
Dynamic resolution techniques in video games adjust the rendering resolution on the fly based on system workload to maintain performance. When the system is not under heavy load, the game looks crisp and high-resolution, but during intense moments, it dynamically reduces the resolution to prevent frame rate drops and ensure smooth gameplay. This reduction can lead to pixelated textures temporarily, but it allows the game to remain playable and responsive. Once the workload decreases, the resolution increases again, balancing visual fidelity and performance seamlessly.
If you take it on yourself to provide a reference screenshot for us to carry on, I may give it another shot. Otherwise I'm out of my depth here rephrasing the same thing over and over again.
By reference I mean this, taking OP's original screenshots to compare to what it looks like on similar hardware on my end (PS5):
That's it, pal. I'm confident you can see how some flavor of dynamic res would explain it. Either:
- The low res version of the texture is low quality and the game looks bad when dynamic res kicks in
- Dynamic res is kicking in too aggressively for whatever reason to the point where some cannot spot that pixelated look whereas others have it quite noticeable.
Now if it were simply an issue of the original textures being low quality from the start as you suggest, how come would it look crisp on PS5? My version of the game does not have different assets and textures files, that's for sure.
Peace 🫶