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How to get UE4's dynamic resolution running?

Discussion in 'ACC General Discussions' started by LeDude83, May 2, 2019.

  1. LeDude83

    LeDude83 Alien

    Hi guys,

    I wanted to play around with UE4's dynamic resolution that will automatically change the screen resolution in order to keep the FPS up:


    Quote from that page:

    "Supported Platforms
    Currently, the Xbox One, PlayStation 4 (excluding PSVR), Nintendo Switch, and Oculus VR support Dynamic Resolution. Additional platform support is planned for future Engine versions."

    Is that a mistake or is PC/2D Screen really not supported?

    I used this in the engine.ini but it didn't work:


    I also tried "SystemSettings" instead of "ConsoleVariables" - didn't work.

    Edit: found this entry in the changelog of UE 4.21:

    • New: Added support for Dynamic Resolution for D3D11 for Intel hardware using MetricsDiscovery API.
    Source: https://docs.unrealengine.com/en-US/Builds/4_21

    @Lord Kunos

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  3. fnegroni

    fnegroni Racer

    I am curious too.
    On my triple monitor setup, at 5860x1080, I know that using a primary screen resolution of 80% and enabling Temporal Upsampling + setting TAA to Epic, I get really good frame rates (in the range 80-110 FPS depending on other settings) with visually very similar quality to 100% resolution, but with an extra 10-30 fps depending on the shadow and post processing level.
    Dynamic resolution could be a solution to keep a more consistent framerate and would be a great addition to the settings in the game.

    I'd like to see other settings too being available separately:
    - Ambient Occlusion
    - Depth of Field
    - Shadow resolution

    After reading this article, I can see why they group Ambient Occlusion with Depth of Field:

    I just wish I could set the ambient occlusion radius to be a little smaller: even with Post Processing at Mid, it makes the scene and asphalt really dark... too dark IMHO.
    Last edited: May 2, 2019
    GoBo and kuccu like this.
  4. LeDude83

    LeDude83 Alien

    I can confirm that the resolution scaling change from 100 to 80 or 120 is not huge in terms of visual quality, but significant in terms of FPS.

    I have this thread open about adaptive GFX settings, where I said that I wouldn't wanna touch resolution:


    But I have changed my mind. Going down to 85 allows me to play with 29 AI and pretty high settings at night in a Storm while maintaining ~43 FPS (I need minimum 42 because of FreeSync range). The thing that seems to affect FPS the most is the water spray from cars close ahead. When this happens, I don't notice the resolution decrease because all you see is a wipers moving and tons of waterspray.

    So for these very rare scenarios (it happens only during the start as the field speeds up), a reduced resolution is a great idea IMO.

    I researched a bit in the meantime: it really wasn't supported until 4.21. From the changelog entry of 4.21 (post 1 above) I hope that it's implemented now.
    ACC is on 4.20 and Stefano said they're planning to upgrade to 4.22. So I hope it will work then.

    For Oculus Rift, it should already work.
    fnegroni likes this.
  5. esox71

    esox71 Alien

    Isn't 80 default?
  6. fnegroni

    fnegroni Racer

    For the Sharpness yes. Resolution? Don’t think so.
    dek, LeDude83 and esox71 like this.
  7. esox71

    esox71 Alien

    Ahhh ok :)
  8. LeDude83

    LeDude83 Alien

    @pankykapus @Lord Kunos - please give me just a quick reply on this - do you know if this UE4 feature should be working in the current ACC version? Thank you.
    Fremen_78 likes this.
  9. dek

    dek Racer

    Mine is 100 by default...:confused:
  10. LeDude83

    LeDude83 Alien

    The devs don't seem to reply to any of my tags, anymore :mad: Must've annoyed them too much :( And I'm wondering how only few seem to be interedted in this feature.

    Anyways, I tried entering this

    in the engine.ini again and it didn't work. So I read this again


    and it seems that the line r.DynamicRes.OperationMode=2 maybe doesn't belong in the console variables, but in a per-platform configuration profile:

    So this might have to be added somewhere else?!? @Coanda since you play around with .ini files, a bit: any ideas?

    It would be a great addition to ACC...maybe even the best possible performance optimization. I can run high SP of 130 %, in 95 % of all game situations with the FPS not even dropping lower than ~50. This makes a huge difference to jaggies and blur. Only in very, very rare 5 % situations (storm on starting grid at midnight in Misano) the FPS drop really low...like 30 FPS low. this feature would be super effective for those situations.

    I really hope Kunos has this on their frequency. From this entry in the ÙE 4.21 release notes, I think it should be working for DX11 applications:

  11. Berniyh

    Berniyh Alien

    Dude, calm down …
  12. Coanda

    Coanda Alien


    LeDude83 likes this.
  13. Coanda

    Coanda Alien

    Let me get back to you pal ;) F1's and baby to sort out...
    LeDude83 likes this.

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