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resolution scaling for high-res panels #1172

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dhardy opened this issue Jul 31, 2014 · 9 comments · Fixed by #1221
Closed

resolution scaling for high-res panels #1172

dhardy opened this issue Jul 31, 2014 · 9 comments · Fixed by #1221
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Topic: Rendering Requests, Issues and Changes related to lighting, meshes, camera, etc.

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@dhardy
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dhardy commented Jul 31, 2014

Some type of resolution scaling is needed in my case, I think. The framerate in windowed mode is nearly playable (sometimes, very little testing), while fullscreen is a slideshow.

3200x1800 laptop with only integrated graphics (i5 4200); not really a gaming machine but I figured minecraft-style graphics should work (minetest runs smoothly, though admittedly it is a lot less pretty).

@Cervator
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That still sounds like a pretty badass laptop to me! :)

As I mentioned in the other issue there's a known performance issue pretty much rendering all other performance tweaks moot when it comes to big fixes right now. We should certainly support this one day - I do believe we have some related code already, but I'm not sure we intelligently shrink textures as range increases.

Maybe related: #319 or #126

@Calinou
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Calinou commented Aug 17, 2014

I'll clarify what OP meant:

Something that works like Tesseract's /gscale command: it renders the whole thing with a lower resolution, but keeps the HUD elements at native resolution.

@dhardy
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dhardy commented Aug 18, 2014

Drawing the HUD at native resolution might require increasing font sizes a lot... I usually use effectively 250 DPI fonts on the desktop. So maybe high-res support is a bit more complicated (and needn't be high-priority to fix).

@shartte
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shartte commented Sep 15, 2014

Probably the best option to achieve this is to render the actual game viewport to a texture that can be resized indepentently of the window size. You can see this in games such as Battlefield 4, where the game viewport can be rendered at 50% screen resolution, while the UI is overlayed at 1:1 resolution.

@Calinou
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Calinou commented Sep 16, 2014

This is exactly what I was saying, @shartte. :P

@shartte
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shartte commented Sep 26, 2014

Added a pull request that allows resolution scaling between 25% to 200%

@Cervator
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Merged! Closing as fixed :-)

@dhardy if you get a chance to see if this helps let us know!

@dhardy
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dhardy commented Sep 28, 2014

I just built the latest source, and yes it works! As expected, resolution scaling at 100% is sharper (rediculously so!) and much slower than at 25%.

Two comments: 25% is playable (at least so far) but not enough for high framerates; and I don't understand why you allow >100% (unless that's antialiasing?).

@shartte
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shartte commented Sep 28, 2014

Yeah, > 100% is essentially supersampling, as far as I understand it. There are some other performance improvements in the pipeline. I think 25% resolution should be enough for now, since it would essentially scale from 4K resolution down to 960x540.

We do have to do some performance measurements with newer Intel IGPUs, since they are quite widespread and actually support rather recent OpenGL features.

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Labels
Topic: Rendering Requests, Issues and Changes related to lighting, meshes, camera, etc.
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4 participants