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. |
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