Posted March 13, 2016
although such threads tend to turn into ship here, i'll give it a try and see how it goes.
as far as i got it right, dynamic scaling is getting a new trend and heavily used in videogame industry since the current gen consoles xb1/ps4 release. its a feature that keeps a stable framerate in intensive gameplay moments of a game by dynamicaly lowering the graphics quality, more exact lowering resolution. so far i know this feature was used first in the game rage (2011 modified doom 3 engine) for whatever reasons. it had horrible impact on the game graphics for pc users, even if they had enough hardware power. who played the game back at the release surely can remember „ all the fun“.
i'm not an expert about dynamic scaling in detail and hope that users skilled and experienced in game graphics will provide more detailed infos about that topic and correct me, in case something isn't right with the content in this post.
now an example for better understanding. lets say a game company wants to release an fps on current gen consoles. its standart that it will be rendered at 1080p resolution and have a stable 30 fps framerate. due to very hardware demanding situations in combat scenes the fps drops to unplayable rates. so to make the game playable without dumping down the graphics (such as shadow quality, lighting, particle density, lod, …) and letting it look like a ps2 game, the devs just add a feature into the engine which scales the resolution of the game down to 720p so the game stays playable. i see 3 ways of how this works:
1. the full game pictures at the end get rendered at lower resolution.
2. the textures inside the game getting rendered at lower resolution, kinda dynamic lod for textures. full game pictures are still rendered at full resolution.
3. game objects with textures getting rendered at lower resolutions. full game pictures are still rendered at full resolution.
4. a mix of all 3 methods above.
since current multi platform games are already too demanding for ps4 and xb1, this feature gets heavily used. and according to a forum (can't remember which it was, more than a year ago), this feature is in almost every ps4 and xb1 game. there aren't much companies that admit that their games have dynamic scaling, for obvious reasons. for me its a scam, you play a game with promised game quality thats not there throughout the game. how do you see this?
also do i have to fear that this shit will start to infest pc games too? non-optional dynamic scaling on pc sounds terrifying for me.
if this wasn't enough, then you'll get here more details.
in case some retarded trolls post their shit on this thread, i'll ask the other participants to ignore them so the thread don't turn into shit. thanks.
as far as i got it right, dynamic scaling is getting a new trend and heavily used in videogame industry since the current gen consoles xb1/ps4 release. its a feature that keeps a stable framerate in intensive gameplay moments of a game by dynamicaly lowering the graphics quality, more exact lowering resolution. so far i know this feature was used first in the game rage (2011 modified doom 3 engine) for whatever reasons. it had horrible impact on the game graphics for pc users, even if they had enough hardware power. who played the game back at the release surely can remember „ all the fun“.
i'm not an expert about dynamic scaling in detail and hope that users skilled and experienced in game graphics will provide more detailed infos about that topic and correct me, in case something isn't right with the content in this post.
now an example for better understanding. lets say a game company wants to release an fps on current gen consoles. its standart that it will be rendered at 1080p resolution and have a stable 30 fps framerate. due to very hardware demanding situations in combat scenes the fps drops to unplayable rates. so to make the game playable without dumping down the graphics (such as shadow quality, lighting, particle density, lod, …) and letting it look like a ps2 game, the devs just add a feature into the engine which scales the resolution of the game down to 720p so the game stays playable. i see 3 ways of how this works:
1. the full game pictures at the end get rendered at lower resolution.
2. the textures inside the game getting rendered at lower resolution, kinda dynamic lod for textures. full game pictures are still rendered at full resolution.
3. game objects with textures getting rendered at lower resolutions. full game pictures are still rendered at full resolution.
4. a mix of all 3 methods above.
since current multi platform games are already too demanding for ps4 and xb1, this feature gets heavily used. and according to a forum (can't remember which it was, more than a year ago), this feature is in almost every ps4 and xb1 game. there aren't much companies that admit that their games have dynamic scaling, for obvious reasons. for me its a scam, you play a game with promised game quality thats not there throughout the game. how do you see this?
also do i have to fear that this shit will start to infest pc games too? non-optional dynamic scaling on pc sounds terrifying for me.
if this wasn't enough, then you'll get here more details.
in case some retarded trolls post their shit on this thread, i'll ask the other participants to ignore them so the thread don't turn into shit. thanks.
Post edited March 20, 2016 by apehater