Why SetScreenResolution make the render look blurered

Use blow code make the render look blurered why
UserSettings->SetScreenResolution(FIntPoint(ResolutionX, ResolutionY));
UserSettings->SetFullscreenMode(EWindowMode::Windowed);
UserSettings->ApplySettings(false);
Only set ScreenResolution to (1024 * 768) is work .the rest of will make the render blurred. Like(1152x864, 1280x960, 1900x800)

Add UserSettings->SetResolutionScaleValueEx(100.0f); it OK why?
or use RequestResolutionChange(); the render it’s look OK too why?

Hi Laura,
It sounds like the issue could be how the resolution quality is determined in UGameUserSettings::UpdateResolutionQuality(), which is called from two of the functions you’re calling above. It might be worth stepping through that and seeing how that gets computed.

That said, if this is for windowed rendering, it might make sense to just use SetResolutionScale directly rather than going via SetScreenResolution.

I’m not familiar with this API, so I could be wrong. But according to implementation of UGameUserSettings::UpdateResolutionQuality(), looks like just upscaling the screen resolution using UserSettings->SetScreenResolution reduce the resolution scale value (as if you were using r.ScreenPercentage < 100) to keep the same resolution as you were rendering before. As a result, this would make the renderer using the Upscaling pass (that use a sharpening bilinear texture filter) at the end to strech up to this newly higher screen resolution, the reason why you would get a blurred image in your window. Therefore a fix should just be a SetResolutionScaleValue(1) in between your SetScreenResolution() and ApplySettings().

thanks for the answer

Thanks for the answer