Hi ! I’m working on a game. I want that game to have a pixelated style. I don’t want to do this pixelisation effect with a post process since it would be a loss of performance. I’d prefer to let the game directly calculate the frames in low resolution (like 360p).
But it seems that Unreal applies a bilinear filter on the result, ending with blury pixels.
I found that documentation, and I though I could change the filter method using : [r.Upscale.Quality 0] in the cmd. But it changed nothing. Am I missing something ?