You can control the scale through the ScalableBufferManager. The ScalableBufferManager gives you control of the dynamic width and height scale for all render targets you have marked for the dynamic resolutionA Camera setting that allows you to dynamically scale individual render targets to reduce workload on the GPU. More info
See in Glossary system to scale.
As an example, assume your application is running at a desirable frame rate, but under some circumstances the GPU performance decreases, due to a combination of increased particles, post-effects and screen complexity. The Unity FrameTimingManager allows you to detect when the CPU or GPU performance start to decrease. So you can use the FrameTimingManager
to calculate a new desired width and height scale to keep the frame rate within your desired range, and bring the scale down to that value to keep performance stable (either instantly or gradually over a set amount of frames). When the screen complexity reduces and the GPU is performing consistently, you may then raise the width and height scale back to a value that you’ve calculated the GPU can handle.
This example script demonstrates basic use of the API. Add it to a Camera in your Scene, and check Allow Dynamic Resolution in the Camera settings. You also need to open the Player settings (menu: Edit > Project Settings, then select the Player category) and check the Enable Frame Timing Stats checkbox. For more information about the functionality behind the Enable Frame Timing Stats property, see FrameTimingManager.
Clicking the mouse, or tapping the screen with one finger, lowers the height and width resolution by the amount in the scaleWidthIncrement
and scaleHeightIncrement
variables respectively. Tapping with two fingers raises the resolutions by the same increment.
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class DynamicResolutionTest : MonoBehaviour { public Text screenText; FrameTiming[] frameTimings = new FrameTiming[3]; public float maxResolutionWidthScale = 1.0f; public float maxResolutionHeightScale = 1.0f; public float minResolutionWidthScale = 0.5f; public float minResolutionHeightScale = 0.5f; public float scaleWidthIncrement = 0.1f; public float scaleHeightIncrement = 0.1f; float m_widthScale = 1.0f; float m_heightScale = 1.0f; // Variables for dynamic resolution algorithm that persist across frames uint m_frameCount = 0; const uint kNumFrameTimings = 2; double m_gpuFrameTime; double m_cpuFrameTime; // Use this for initialization void Start() { int rezWidth = (int)Mathf.Ceil(ScalableBufferManager.widthScaleFactor * Screen.currentResolution.width); int rezHeight = (int)Mathf.Ceil(ScalableBufferManager.heightScaleFactor * Screen.currentResolution.height); screenText.text = string.Format("Scale: {0:F3}x{1:F3}\nResolution: {2}x{3}\n", m_widthScale, m_heightScale, rezWidth, rezHeight); } // Update is called once per frame void Update() { float oldWidthScale = m_widthScale; float oldHeightScale = m_heightScale; // One finger lowers the resolution if (Input.GetButtonDown("Fire1")) { m_heightScale = Mathf.Max(minResolutionHeightScale, m_heightScale - scaleHeightIncrement); m_widthScale = Mathf.Max(minResolutionWidthScale, m_widthScale - scaleWidthIncrement); } // Two fingers raises the resolution if (Input.GetButtonDown("Fire2")) { m_heightScale = Mathf.Min(maxResolutionHeightScale, m_heightScale + scaleHeightIncrement); m_widthScale = Mathf.Min(maxResolutionWidthScale, m_widthScale + scaleWidthIncrement); } if (m_widthScale != oldWidthScale || m_heightScale != oldHeightScale) { ScalableBufferManager.ResizeBuffers(m_widthScale, m_heightScale); } DetermineResolution(); int rezWidth = (int)Mathf.Ceil(ScalableBufferManager.widthScaleFactor * Screen.currentResolution.width); int rezHeight = (int)Mathf.Ceil(ScalableBufferManager.heightScaleFactor * Screen.currentResolution.height); screenText.text = string.Format("Scale: {0:F3}x{1:F3}\nResolution: {2}x{3}\nScaleFactor: {4:F3}x{5:F3}\nGPU: {6:F3} CPU: {7:F3}", m_widthScale, m_heightScale, rezWidth, rezHeight, ScalableBufferManager.widthScaleFactor, ScalableBufferManager.heightScaleFactor, m_gpuFrameTime, m_cpuFrameTime); } // Estimate the next frame time and update the resolution scale if necessary. private void DetermineResolution() { ++m_frameCount; if (m_frameCount <= kNumFrameTimings) { return; } FrameTimingManager.CaptureFrameTimings(); FrameTimingManager.GetLatestTimings(kNumFrameTimings, frameTimings); if (frameTimings.Length < kNumFrameTimings) { Debug.LogFormat("Skipping frame {0}, didn't get enough frame timings.", m_frameCount); return; } m_gpuFrameTime = (double)frameTimings[0].gpuFrameTime; m_cpuFrameTime = (double)frameTimings[0].cpuFrameTime; } }
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