Question about rendering resolution settings
Question about rendering resolution settings
I anticipate it will be the second choice. However, the developer determines the direction. The initial option is overly complex for both user and engine. The engine must establish horizontal and vertical resolution, requiring a calculation of X * Y * 0.75, then converting that pixel count into X and Y based on the monitor's aspect ratio.
I recall Warzone had an issue where it kept adjusting my render resolution to 50%. It also listed the output as 1280x720, but my monitor is 2560x1440. That means the resolution was actually cut in half on both axes—so 2560 x 1440 becomes 1280 x 720, which equals about 1.8 million pixels.
Technically it's not right, but it's simpler for users to calculate mentally. In fact, 1280 by 720 holds only a quarter of the pixels compared to 2560 by 1440 (0.5 × 0.5). If you increase the size by half, you reach roughly 1810 by 1018 (see calculations). This change makes the numbers non-integer. Adjusting for scale becomes more complex: new width and height change with the square root of the scaling factor. For instance, at 50% scaling, the dimensions become about 1810 and 1018. If you apply a different percentage, you get results like 1920 by 1080 or 640 by 360. Scaling the area often leads to unexpected, non-integer values, while scaling dimensions usually gives familiar resolutions.
QHD stands for Quad High Definition, measuring 2560x1440 pixels, while HD is 1280x720. This means 4xHD equals QHD, similar to UHD or "4k," though the differences aren't very significant.
Here are three comparison shots:
1st at full resolution 3440x1440
2nd as a 3D render at 75% of that size (approximately 2580x1080)
3rd version upscaled to 3440x1440