Version: Unity 6.1 Alpha (6000.1)
Language : English
Dynamic Resolution
Control scaling with Dynamic Resolution

Introduction to Dynamic Resolution

Dynamic resolution is a CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
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setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. For example, you can gradually scale down the resolution to maintain a consistent frame rate. If scaled gradually, dynamic resolutionA Camera setting that allows you to dynamically scale individual render targets to reduce workload on the GPU. More info
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can be almost unnoticeable.

Render pipeline compatibility

Dynamic resolution support depends on which render pipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
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your project uses.

Feature Universal Render Pipeline (URP) High Definition Render Pipeline (HDRP) Built-in Render Pipeline
Dynamic resolution Yes (1) Yes (2) Yes (1)

Notes:

  1. The Built-in Render Pipeline, and the Universal Render Pipeline (URP) both support dynamic resolution as described in this document.
  2. The High Definition Render Pipeline (HDRP) supports dynamic resolution, but you enable and use it in a different way. For information on dynamic resolution in HDRP, see Dynamic resoluton in HDRP.

Supported platforms

Unity supports dynamic resolution on iOS, macOS and tvOS (Metal only), Android (Vulkan only), Windows Standalone (DirectX 12 only), and UWP (DirectX 12 only).

Impact on render targets

With dynamic resolution, Unity does not re-allocate render targets. Conceptually, Unity scales the render target; however, in reality, Unity uses aliasing, and the scaled-down render target only uses a small portion of the original render target. Unity allocates the render targets at their full resolution, and then the dynamic resolution system scales them down and back up again, using a portion of the original target instead of re-allocating a new target.

Additional resources

Dynamic Resolution
Control scaling with Dynamic Resolution