Screen Percentage just sets the render targets for the GBuffer to a lower-than-native resolution I believe, it doesn’t do anything more fancy than that and it’s not designed to - it’s not anything like what COD is doing by the looks of it. There is a setting for forcing the game to use lower-quality textures which I think is what you’re asking, and probably what COD does - just set the texture quality lower.
UMG / Slate doesn’t suffer the same fate as the rest of the system because it’s drawn on top of everything after it’s all been drawn to the screen, which is also why we don’t have things like lit materials and 3D Objects for UMG. #themoreyouknow
EDIT: I should also add that super-sampling at Geo edges wouldn’t help anyway because A) the GBuffer render size is still not the right resolution and B) because you’d have to do expensive edge-detection as a screen-based effect in post to know where to super-sample, and then sample based on a full-size version of the GBuffer… so you’d have to render both size GBuffers anyway… which is self-defeating.
It makes sense. I get to know the answer now. Supersampling wasn’t really helping with performance here. Thanks for you all friends’ replies.
What really would be powerful is dynamic resolution scaling. Currently, changing the screen percentage stops rendering for 200-300 ms so you can’t just modify that on the fly during the game to maintain framerate.
Bobbmer
(Bobbmer)
November 8, 2022, 8:49am
23
Hi, how did you enable the green text printing on the screen?