When upscaling the render targets, the quality of the upscale can be defined by using the following console variable: For example, if the current resolution is set to 1920x1080 and a screen percentage of 83% is used, the render targets will be resized to an approximate resolution of 1600x900 before being upscaled back to 1920x1080. Spatial Scaling happens before the UI, scaling the image to the screen resolution it will be output to. The screen percentage has been lowered (indicated by the narrower render targets before UI), creating a lower resolution image for the render targets. With Spatial Upscaling, anything drawn before the UI is at a lower or higher resolution based on the Screen Percentage used. The conceptual idea of how screen percentage works for all the buffer render targets that make up the image rendered on screen for a single GPU frame can be shown as follows:įor each GPU frame, all the render targets use their full resolution throughout the pipeline. All of this takes place before the user interface (UI) is drawn and can have an impact on performance. Or, when the screen percentage is increased (rendering at a higher resolution), it is scaled down to your current screen's resolution, which is called super sampling. Using a lower screen percentage (or lower resolution) and then upscaling it is called upsampling. The Primary Spatial Upscale (or primary screen percentage) works by rendering the screen resolution at a percentage of the screen and then scaling it to fit your current screen resolution. Secondary Spatial Upscaling does a second and final spatial upscale pass, independently of the Primary upscaling pass. It is based on the idea of rendering a frame at a lower resolution and then upscaling it before the user interface (UI) is drawn. Primary Spatial Upscaling is the same screen percentage that has been used previously. Prior to Unreal Engine 4 (UE4) version 4.19, you only had to change the screen percentage, but it has now been split into two types of scaling during the rendering pipeline: Primary and Secondary Spatial Upscaling. Being able to adjust the screen percentage enables your games to maintain a balance between performance and image resolution quality. Screen Percentage is a resolution scaling technique used to render a lower or higher resolution image than what is actually being presented. Post Process Material after Temporal Upsample Screen Position High-Precision Pixel Position Output Shader Performance Permutations for Anti-Aliasing Quality
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