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
See in Glossary setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. In cases where the application’s frame rate reduces, you can gradually scale down the resolution to maintain a consistent frame rate instead. Unity triggers this scaling if performance data suggests that the frame rate is about to decrease as a result of the application being GPU-bound. You can also trigger the scaling manually by preempting a particularly GPU-intensive section of the application and controlling the scaling via a script. If scaled gradually, dynamic resolutionA Camera setting that allows you to dynamically scale individual render targets to reduce workload on the GPU. More info
See in Glossary can be almost unnoticeable.
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
See in Glossary 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:
Unity supports dynamic resolution on iOS, macOS and tvOS (Metal only), Android (Vulkan only), Windows Standalone (DirectX 12 only), and UWP (DirectX 12 only).
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.