To reduce the amount of work for the GPU and speed up rendering, you can change the resolution of the image Unity renders. For example, you can render at a lower resolution when the frame rate of the application decreases.
When you change the resolution scale, Unity does the following:
If you use the Universal Render Pipeline (URP) or the Built-In Render Pipeline, you can only use dynamic resolution on some platforms.
For more information, refer to:
The upscaling techniques depend on the 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 you choose and the platform you build for.
The Built-In Render Pipeline always uses a filtering technique the GPU provides.
Feature | What the feature uses to upscale the image | URP | HDRP |
---|---|---|---|
Bilinear | The bilinear or linear filtering the graphics API provides. | Yes. Refer to quality settings in the URP asset | No. |
Nearest-neighbor | The nearest-neighbor or point sampling filtering the graphics API provides. | Yes. Refer to quality settings in the URP asset | No. |
Catmull-Rom | Four bilinear samples. | No | Yes. Refer to Choose an upscale filter in HDRP. |
AMD FidelityFX Contrast Adaptive Sharpen (CAS) | Contrast levels. | No | Yes. Refer to Choose an upscale filter in HDRP. |
Temporal Anti-Aliasing Upscaling (TAAU) | Data from previous frames. | No | Yes. Refer to Choose an upscale filter in HDRP. |
Spatial-Temporal Post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess See in Glossary (STP) |
Multiple input textures. STP configures itself automatically to provide the best balance of performance and quality based on the platform. | Yes, but you can’t use STP together with dynamic resolution. Refer to Upscaling resolution in URP with STP. | Yes, but you can’t use STP together with software dynamic resolution. Refer to STP in HDRP. |
AMD FidelityFX Super Resolution (FSR) 1 | The frame buffer. | Yes. Refer to Refer to quality settings in the URP asset. | Yes. Refer to Choose an upscale filter in HDRP. |
AMD FidelityFX Super Resolution (FSR) 2 | Multiple input textures. | No | Yes. Refer to Choose an upscale filter in HDRP. |
NVIDIA Deep Learning Super Sampling (DLSS) | Multiple input textures. | No | Yes. Refer to DLSS in HDRP. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.