EEVEE viewport resolution/subdivision
It would be nice, to have a resolution subdivision for eevee.
(Like it was added for Cycles in 2.8 "performance-> Viewport-> Pixel Size")
Especially for users with high resolution screens and poor graphics cards :)
2 Comments
It might not be AS big a boost as cycles, but it is still important, because cutting the resolution by 1/2 cuts down the shader execution and fill rate by 4x, which can be valuable for people on 1440p or 4k screens. Working interactively is much more pleasant at 30fps than 7.5fps, for example.
It should be only be called "dynamic resolution" if you set a FPS target, and EEVEE automatically adjusts the pixel resolution to try to hit this FPS interactivity target. This is how the term "dynamic resolution" is used in games.
However, it would also be reasonable to set an "EEVEE resolution fraction percentage" and/or an "EEVEE maximum 3d render resolution", which would merely make the 3d render area smaller than the actual viewport.
Ideally, the 2d HUD and such should be rendered at native resolution, not into the smaller EEVEE render target.
This should be rater named dynamic resolution .
BTW it wont be as performance boost like in cycles cause resolution in rasterizer engines do not cause required computation exponentially grow like in ray(path) traces