Hi everybody,
i am having a problem using screen resolution scale in my game.
i am planning to have a function to set the resolution scale to 100 - 200 % and maybe more (for sharper images and to be future safe )
if i set resolution scale to 200 % everything is fine, but if i set it again to 100 % the grafics in the viewport arent the same as before i set the game to 200 and back to 100 …
its much more blurry in general and looking very odd and i cant get grafic quality back unless i restart the whole engine …
anybody nows if this is supposed to happen or is this a known bug ?
thx for the answer,
yes scalability settings stay the same… i checked that already …
future safe: see how fast grafik cards have evolved in the last years… i guess this will go on for a while. and if somebody does play the game in maybe 2-3 years. they can play the game with maybe resolution scale of 200 or 300 % that runs now on 100 %. the overall grafics improve a lot (especially on a Full-HD-Display) but even on a 4k display you can notice the difference…
Ok got it. What I usually do, since I use a GTX1080 is to nerf it: I decrease the main clock -200MHz and memory clock -2000MHz and power limit -50%… so it behave like something faster than GTX 1060 and slower than GTX 1070. I also have R9 380 in one i5 machine if I want something even slower than a good GTX 1060. It works for me.
Now going back to your issue, is this happening in any scene or just your scene? Id like to try this if it is happening in any scene, so it is just to put r.screenpercentage 200 right?
i am working with a gtx 1080 ti and test the game on 4k resolution, if it stays at 40 frames its okay for me. (as its a point & click game i dont need more than 30 fps) guess in 1 year or so when the game is ready for release every “normal” grafic card can play it in 30 fps on 4k …
i use a keypress flipflop event in my level blueprint which actuallay toggles r.screenpercentage 200/100,
but its just the same if i enter it via console.
after i toggled to 200 percent and stop the game, the game window is getting a little blurry. in game and in editor.
i can not test a published build right now, cause one of my plugins is giving me an error and aborts publishing …
its ue 4.18.2 on an up to date windows 10 machine.
grafics card nvidia gtx 1080 ti
■■■■ … i could have thought about this myself … i have a options menu plugin activated, maybe this is messing with screen resolution … i will chek this asap …
thx for the idea !!
Confirmed that the issue is not happening here, after stopping I checked the scalability settings and they stay the same, the switch I just did a Key B pressed to flipflop the screen resolution between 200 and 100 as you said, also I was using console command. I got a GTX1080 with latest drivers here.
thx again for the testing … crazy thing this is …
could it be because its a project started someday in UE 4.10 or so and carried over and over to 4.18.2 ? …
have to test it in a blank new project … with ue.18.2
kind regards
I was thinking… the only thing left that might differ are options set into config.ini… we got few possibilities… make both equal or delete them and check with defaults which is the behavior we get. What do you think?
Edit: other thing that might help is delete the intermediate folder and after deleting the config.ini, restart the editor.
It is the plug in. I just started having issues with it also, and came here also looking. If you click fullscreen, and save apply.
Things go screwy. i even re opened the omk widget bp from the mega. I emailed him before, and hes been quick to issue fixes, patches. etc.
Even in the main project.
i am using “options menu kit” from Jonathan Belot as you seem to use, too (omk widget )
I disabled the plugin, and restarted my game, but the error still occured … so i thought it couldnt be the plugin …
It is a nice plugin… the interface is awesome, but the changes the plugin does come from C++ and maybe some garbage is happening. I dont have that plugin, but if there is another person with same issue, it hints the cause. Sometimes just disabling the plugin is not enough, the intermediate files inside project folder have to be deleted too… and that might cause some shader recompile, so watchout. I strongly recommend with a simple project like the 3rd person template.