Unreal Engine 5.5 Released

As far as I know, any resolution scaling will automatically use algorithms like those when up/downsampling, usually something like bilinear/bicubic/lanczos. Your monitor doesn’t* though, so if you’re setting a 1080p monitor to run at say 720p, there are still physically 1920x1080 pixels built into the screen. So those 1280x720 pixels that you want to map to your display aren’t going to 1:1 line up with the physical pixels built into the display. This leads to hardware level aliasing issues. So it’s always better to run the display at its native resolution, like 1080p and if you still want 720p quality, you upscale it to 1080p. There will be far less artifacts/less aliasing issues by doing it that way.

*And yes, I’m sure a lot of monitors have their own algorithms for upscaling non-native resolutions to native, like running 720p on a 1080p native, but it would be a blind and raw pixel by pixel upscale with zero access to things like frame buffers

Oh and forgot to mention that resolution scaling also lets you keep things crisp, like UI/text, and scale the 3d content. So your UI could stay at 1080p, but the 3d content would be at 720p if you wanted.

But anyways, this is all derailing the hell out of the thread, so I’ll leave it at that.

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