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So if you set it at 90% it will render with 10% less pixels then 3440x1440 I "think".
EDIT: Nevermind 100 and 80 is actually a lot different. Looks like 100% is the exact resolution. Gotta keep tweaking.
But yeah, as people already pointed out, Resolution Scale is a multiplier for the internal resolution, which means it supersamples textures once you exceed 100% (increasing the required system resources the higher you go). On a GTX 1070 I can go up to about 150/160 without experiencing visible performance drops, anything above that will start to show framerates under 60.
For standard quality/performance, set this to 100%, which means it will render the game at the resolution you selected, i.e. 1920*1080 res = 1920*1080 internal resolution.
If you have it at 80%, you will be running the game at 80% of your 3440x1440 resolution, and upscaling it to 3440x1440. If you run it higher, than you downsample.
The main reason why this is useful for nvidia users atleast, is for maintaining proper scale for UI/text, as usually this setting only affects 3d rendering. So you can have lower resolutions without ruining the look of the ui, or have higher resolutions without scaling issues.
Yeah I noticed that. Lowering the scale to 50% makes the game look muddy but the menus still look normal. Interesting well I guess I'll be playing the game at 90% of my resolution cause my 1070 can't handle 3440x1440p :(
Yes, it affects exactly what it says it does, if you want to test, find a darkish/smoky area, and equip the spectre weapon (blue glowy weapon). Without volumetric lighting, it just casts a simple light onto surrounding surfaces, with volumetric lighting on it will actually cast that light onto smoke particles, and through the air.
Outside the first ops centre theres a volumetric light coming through a grate in the ceiling for example:
Volumetric light very high
Volumetric light off
Can't be bothered testing it, but the different quality levels probably affect the resolution of the volumetric lights, and maybe disable certain ones, or limit the max number of volumetric sources in a scene at any given time.
When you set the resolution multiplier to 100% there's no change at all.
Anything below 100% scales down the internal resolution, then it is upscaled to match the resolution of your display. In your case 3440x1440 at 90% = 3024x1296.
When you go over 100% then it just super samples (SSAA)
I hope that helped.
ie: Computationally renders the scene at a different resolution and up/downscales the results (no need to compute anything about the scene) to your display resolution.
Or have the game render above your display mode resolution (if it supports above 100%) which will effectively be similar to Super Sample AA.
No this thread wasn't still going.... you just necroed almost a year, and people had already come to the same conclusion you stated.