Performance tanking on a 4k Monitor (fullscreen quality high)

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  • I've got a 480x270 pixel art game that is using some shaders/effects applied to the layout (necessary for a distinct style that my game requires). I've been happily developing with 1080p desktops in mind, but recently bought a 4k monitor and was kind of horrified at how badly the game ran when scaling up using the "high" fullscreen quality. Now, that might come as no surprise, but as this size monitor is becoming more and more ubiquitous and in the interest of future proofing my game as best as possible I'd like to see what sort of solutions there might be.

    My settings are:

    480x270 viewport

    letterbox integer scale

    fullscreen quality: high

    sampling: nearest

    no pixel rounding

    Shaders/effects used (not all at once necessarily, but these can be switched on and off by the user)

    BetterCRT

    Diskblur

    RGBAChannelSeparation

    The game runs great on the low quality setting, but the issue is that the shaders and text then look terrible when stretched out over a high res screen.

    On high quality the shaders are the performance culprit as switching them off results in decent enough performance. We could just blame the shaders here, but I'm wondering if there's an intermediate solution that can balance quality and performance.

    I know it's kind of weird, but for this particular project I need the best of both worlds - both crisp, perfect pixel art, but also some high quality effects such as blurs, CRT etc

    Digging around the forums I came across this post, which seems to be discussing a similar sort of thing - but the file being discussed is no longer there - it does look like Ashley provided a solution at the end though, so that gives me some hope...

    What would be great would be to upscale the game from 480x270 to 1080p using the high quality, and then upscale that again to 2k 4k etc using the low quality (if that makes sense). Is there a way to do this?

    How are you guys that are publishing games to desktop commercially dealing with future proofing your games?

  • What GPU does the device have? Going from 1080p to 4K will require about 4x the GPU power in high quality fullscreen mode, but using low quality fullscreen mode will keep it about the same. 4K is really very high resolution and you'll generally need a powerful GPU to match, so often if you upgrade your display to 4K you may well need a new GPU to power that many pixels.

    If you want to render at 1080p quality and then upscale to 4K, the way to do that is to have your project's viewport size set to 1080p. But if you've already designed your entire project for a different viewport size, that might be a tricky change to make.

  • Thanks Ashley, I'm testing on an M4 Mac Mini (base model), I seem to be able to find precious little info about the GPU other than it's got 10 cores. Unfortunately I can't redesign the viewport size to 1080p in this particular project, but that essentially answers my question.

    I'm pretty happy with the performance of the game upscaled to 1080p, but my fear is that anyone using a 4k monitor who wants to get a fullscreen experience (which is what the game would load as by default) is going to get a bad experience and it will reflect badly on the game. Perhaps though I should trust that with more widespread adoption of these monitors there will also be more powerful GPUs driving them. I just wondered how others were dealing with this - 4k gaming isn't important to me, and wasn't even on my radar but I guess I just got a shock when I saw how much of a hit the performance does take, and the average consumer is probably going to flip out that a little pixel art game can bring their fancy computer to it's knees.

    My target platform is PC but I bought a mac to play around with and figured why not release on that too.

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  • You might consider logging the average FPS over the last 10 seconds. If the FPS drops below 45 frames, forcibly switch the option "System > Fullscreen quality > Low." This is a compromise: you reduce image quality to maintain high performance.

  • Thank you, that is a good suggestion.

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