Frequently Asked Questions
The following are some general frequently asked questions regarding dynamic resolution:
Can the heuristic for Dynamic Resolution be replaced?
Yes, it was designed to be modular and pluggable in C++. Unreal Engine 4 will only maintain a single heuristic, but the architecture allows for the creation of a standalone custom heuristic with custom game thread events that could be triggered by gameplay code or Sequencer.
Does dynamic resolution work with any arbitrary secondary screen percentage?
Yes. This can be achieved by using the console variable r.SecondaryScreenPercentage.GameViewport.
Is it possible to control the dynamic resolution of the secondary screen percentage?
No, it's not possible and is by design. You would not want to change the size of Temporal Anti-Aliasing history and is why you should not need to dynamically change the secondary screen percentage.
Why is the function in FPostProcessSettings for ScreenPercentage ignored by dynamic resolution?
This was part of the previous mechanism where screen percentage could be configured in the settings for a Post Process Volume to manually scale up or down. With dynamic resolution, there is no need to set that any longer since it is automatically handled according to the GPU workload.
Why is there not an optional show flag for dynamic resolution in the Editor?
Because it happens globally and at game thread discretion. The screen percentage show flag will only toggle the Primary Screen Percentage
Why is dynamic resolution not supported in Editor viewports?
Currently, dynamic resolution is only supported for Xbox One ,PlayStation 4, and Nintendo Switch which don't use PIE. When it is available for platforms (Vulkan, D3D12), you will be able to use it in the Editor with PIE.
Can the Primary and Secondary Screen Percentages be accessed in Materials?
No they cannot. Materials should be rendering independently of the resolution.