Question about Render Scale and Dynamic Shadow Resolution

So I have a question about the Rendering. I’ve been working on my settings implementation and Render Scale is one of my added options. And it got me thinking, When your render scale changes does is change the shadow dynamic resolution bias as well?

IE: Will a render scale of 0.5 also reduce the “Max” resolution of the dynamic shadow maps to half of whatever the internal resolution is as well?

I know shadows are generally computationally expensive, I don’t really know if a feature like this would help or be really harmful, or possible for that fact (Since you’d have to make/resize buffers when the scale changes, along with the graphical bugs from the basically checkered shadow raster? when comparing it to the diffuse/object raster? I don’t know if that makes sense?, though with the already implemented dynamic resolution it might be possible). But it got me thinking.

What are your thought?

that’s a very cool idea, or however think it makes more sense if the mipmap level of most textures took a bump to one less resolution then, and not sure if one has LOD 3D meshes that they were rendered one step less

it’s not the most intuitive suggestion, or one worry could be that most users simply couldn’t make sense of why that happened, and one has better control over the shadow resolution if one has to set it separately, or not sure it’d cause confusion to people if the engine did stuff that didn’t make sense for the artists, and perhaps quite a few people might not understand that

what think is missing is a setting called the ’ pixel render percentage ’ from what have tried, or that running 4K that’s 3 x the amount of pixels on each side of the screen of 720p that one has to set the render percentage to 0.333333334 that’s somehow an uneven number, and it’d make more sense to have to type 3 when setting the in - game resolution

720p = 1280 x 720 pixel

2K = 2560 x 1440 pixel ( 2 x 720p )

4K = 3840 x 2160 pixel ( 3 x 720p )

the only real problem that ran into with Flax Engine was that it’s not possible to get ’ definitive ’ 720p on a 4K monitor, or in a sense to scale the render percentage 100 % accurately because one has to type 0.33333334, and the engine only has so much accuracy in the floating point numbers

not sure it’s a ’ bug ’ either, or that using a partial float ( not the same as ’ true ’ 1 / 3 as it were ) makes that much of a difference, and however perhaps if one could type in the ’ pixel render percentage ’ that it’d be the opposite, or there’s a way to add a setting to get ’ true 720p ’ on a 4K monitor

Flax Engine is really cool, and not sure have the best ideas to fix this at all, or somehow one really has to understand all the math that goes into the program to even add new features, and it’s sort of very talented people that are making all this code, or what learn is that the people at Flax Engine usually have the best ideas to even get started, and it’s quite easy to make worse suggestions that somehow don’t make sense

:sunglasses: :beer: