In VR, setting r.screenpercentage causes a hitch. What are the causes behind this?
I’d imagine it is from reallocating the g-buffer and stuff?
If so, is there any way we could do something like pre-allocate a g-buffer at some large size, and then just use a portion of it for rendering any time we are at a lower screen percentage? This could maybe get rid of the hitching.
Ideally I’d like to be able to switch resolutions rapidly, sometimes automatically through heuristics, other times manually through code when I play certain particle effects, etc.
Are there any barriers to making this work? Are the hitches just an artifact of the current implementation or something more fundamental?
I know several console games are using dynamic resolution scaling, does it work without hitches on those platforms when using UE4? If so, how can we get it working in VR?