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I don't know what resolution you started at, but let's say you use 4k then at 200% render you would be playing in 8k. There are no systems running 8k resolutions at acceptable framerates on the normal market.
The second thing that comes into play is optimization. You may or may not often have read complaints on new graphic impressive games that they were not being well optimized. Developers have to invest a lot of time into making the standart resolutions their customers play at run smoothly. This can be achieved in a variety of ways for example the reduction of micro triangles within 3d objects (for some reason that is beyond my limited understanding computers get slowed down a lot if they have to render those). If you now raise your resolution beyond what was being optimized, you are basically leaving the path set up for you.
And lastly, the reason why you barely see any difference when you raise the resolution: As you noticed everything becomes sharper, it has a much higher polygon count. But the textures themselves remain the same that were originally coded into the game. Let's for example take a piece of armor in a fantasy roleplaying game: If you want it to look more detailed it does not help to increase the overall resolution, you need to install a mod where someone prepared a higher resolution mesh of said armor, which will obviously make the game run slower again when guards everywhere suddenly wear very detailed armor. For EuroTruck this means if the tree you are looking has the details of a bowl of mashed vegetables, then increasing its resolutions only makes it sharper, not more detailed.
~hope that helps~
Who told you that stuff?
Scaling does not influence the poly count of objects.
It renders the picture in a higher resolution, and downscales it to the lower one to increase the sharpness of textures/improve the visible aliasing.
That is Btw. something you can do force trough your GPU driver on every game.
Also, there's no such things "Micro triangles" and I'm honestly flabbergasted as to what that gibberish even means.
The game is made up of textures (Measured in pixels), applied to models (constructed of, and measured by, polygons) which make up the game world. When you render a 3D scene it has to be rasterised as a 2D representation for displaying on a screen, this is measured in pixels as a 2D image.
When you increase the rendering resolution scale you're increasing the size of that 2D image BEFORE it's scaled back down by the GPU and sent to your monitor.
If it helps,i am playing on a 16:10 2560x1600 165hz laptop display,with an i5-12500h and a RTX 3060 Mobile gpu with 6gb VRAM.
You might see no big difference because your screen resolution is quite high already.
If it is your notebook screen with that resoltuion, your pixel density should also be very high already, resulting in a very sharp image.
If you i.e. play on a 27" monitor or even bigger at full HD (only) or on bigger screens in general, the result from up and downscaling might look very different.
The performance loss is that dramatic because the load on your GPU is much higher when it has to render an image at 400% scaling compared to 100%.
I think that should be obvious. It's like rendering 4 images instead of one.
Rendering at higher resolutions and scale down to screen size is a way to improve image quality, generally speaking.
But the result you see may vary depending on rendering method, scaling method, screen size, pixel density and resolution.
If it's barely visibile in your case. lucky you.
You can run the game at 100% scaling and enjoy it.
For your RTX 3060 mobile at that resolution it's the best you can do.
Rendering at higher resolution and scaling down to match you actual resolution. is a brute force method of doing "anti-aliasing" type of image enhancement.
If you 'actual resolution' is already high (more than 1080p) you already should have relatively "jaggy free" visuals and don't benefit much from it. Performance loss in not worth it.
I play at 1440p and i get at 70-100 fps with 300% and around 60-90 with 400% if i have ssao off. This means i can lock to 60fps (works better on this game imo) and have forever a smooth 60fps gameplay. No point to lower the scaling to 100% and just make it look significantly worse.
And i have a RX 7700 XT which is mid-range gpu at best.
When choosing 50% scaling the whole game world is rendered in a very low resolution - no matter what you choose for screen resolution. When using 400% scaling the rendering results in higher resolution of objects and textures.
Scaling in ETS2 is ONLY an expression of how high quality the game engine is rendering the game world. ETS2 makes no use of any up-scaling/down-scaling tech.
The scaling option in ETS2 should really be called something else since it leads to misconceptions of, what the setting really does. Game world resolution would be more accurate.
It's a bit older, but here it is explained:
https://blog.scssoft.com/2016/09/fixing-and-tuning.html
"The term "scaling" sounds innocent, but actually it stands for a super-sampling coefficient. Super-sampling is a brute-force method of anti-aliasing, causing the game to render the whole scene at higher resolution than the target screen resolution, and then downscaling it to actual screen size, making the picture sharper in the process. "
Well - guess I am wrong then about how scaling in the game works. But it still doesn't make much sense. If I choose 100% scaling everything should look fine - but it doesn't. It looks like it's made of LEGO's and graphics are smudgy. It's really bad. In other games - choosing 100% scaling looks just fine.
SCS's definition of scaling most then be that 50% is the outmost crap - 400% as other games look - more or less. :-)
Read what's written above and what others wrote about their expierence with the scaling.
Not the first response, that's not correct.
The result you see may vary. In your case (huge screen) the difference is just more obvious.
The "Lego" thing you see is exactly what that kind of brute force Antialiasing will remove.
There are of course other methods of Antialiasing, depending on the game engine and your GPU.
So other game might look great without any kind of "scaling" like it's used in ATS/ETS2.