![]() The water renders reflections, hence some models are rendered more than once. Now, the camera spans over a huge area which is very taxing. Then, after a while, when new and taxing area becomes visible, it goes down to intermediate 1227圆91 resolution. It is free and it has no ads, so if you have Android phone please feel free to check it and see by yourself how the DRS performs: Vorn’s Adventureįirst, let’s analyze how DRS works and what are the downsides coming from its implementation.Īt first, the game starts with native resolution equal to 1280x720. I implemented this technique in a small game I did together with my friend some time ago. Even though I implemented DRS in MonoGame/XNA, the concept itself and thus this tutorial can be easily used with other frameworks too. To implement this functionality you need to have a basic experience with using RenderTargets. If DRS is new to you, I suggest to view the excellent video by Digital Foundry given below. Potentially, it can be used also for dynamic supersampling. When the time needed to render the scene becomes shorter, the resolution is increased back to native. ![]() At moments which are taxing to render, the resolution is automatically dropped to improve performance. Dynamic resolution scaling in Monogame/XNAĭynamic resolution scaling (DRS) is a functionality used to deliver a better frame rate in 3D rendering at cost of resolution.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |