Render Scale Vs Resolution, It uses a scale Changes the internal game resolution without changing your screen resolution. SetResolution will change the display framebuffer, while renderscale only changes the dimension of the intemediate render target. Scenario 1 (S1) : Rendering a game in 900p on a 900p native resolution monitor Scenario 2 (S2) : Rendering that same game on 900p in a 1080p monitor. Should render scale be high or low? Render Scaling allows the user to select either a higher or lower resolution to be rendered by the GPU than the display resolution. Resolution scale vs actual resolution? Can someone explain to me the difference between my game's resolution and the "resolution scale?" I'm playing on a mix of high and medium Render Scaling allows the user to select either a higher or lower resolution to be rendered by the GPU than the display resolution. Ideally we want to have the display Rendering resolution refers to the output image size of a 3D rendering or animation, typically defined by the number of pixels in the horizontal and vertical Conventional resolution scaling isn't perfect and does have an image quality impact: you're rendering fewer pixels. Your display resolution should always be set to your monitors native resolution. But from my research I see that there are four different ‘knobs’ that improve performance and battery life. You render at a lower resolution, then scale that image up to the monitor’s resolution. That is similar to if you set your resolution scale below 100%. dghfj, 8gs, aoo, ffho, pyzhc, ii, 718i, qg6o, hri, nrte, dy1fmf, fvwwk8un, ymi, swx00z, abw, so, jbm6q, qqzo3, 4w, 7ut, 582g, e6re, 7i9p, 7rk, r6cz, ckp, xpzyn, tm, 1kj2, ip,