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As part of an <a href="http://www.gamasutra.com/view/feature/6519/sponsored_feature_dynamic_.php">Intel-sponsored Gamasutra feature</a>, Intel's Doug Binks argues that the need for players to manually select a PC game's resolution could be a thing of the
October 21, 2011
Author: by Staff
As part of an Intel-sponsored Gamasutra feature, Intel's Doug Binks argues that the need for players to manually select a PC game's resolution could be a thing of the past. According to Binks, developers can dynamically vary the resolution of their rendering, instead of having one static resolution selection. "Dynamic resolution rendering involves adjusting the resolution to which you render the 3D scene by constraining the rendering to a portion of a render target using a viewport, and then scaling this to the output back buffer," writes Binks. "Graphical user interface components can then be rendered at the back buffer resolution, as these are typically less expensive elements to draw. The end result is that stable high frame rates can be achieved with high quality GUIs." In a white paper published today, Binks provides a demonstration, along with sample source code, for an Intel-developed dynamic resolution rendering technique. The full Intel-sponsored feature is available here.
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