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Question best way to make retro - resolution . . .

Discussion in 'General Graphics' started by vintage-retro-indie_78, Apr 1, 2023.

  1. vintage-retro-indie_78

    vintage-retro-indie_78

    Joined:
    Mar 4, 2023
    Posts:
    285
    hi,

    trying to make retro - resolution content, 640 x 360 resolution, have tried setting the stuff in the ' player ' settings, however it makes the final build run at 4K, or at least not that resolution, also have set the stuff as a resolution in the editor . . . :) :cool:

    tried googling it, also youtube, there's a ton of stuff over how to set resolution after starting the content, however not sort - of as a ' standard ' setting, etc etc . . .
     
  2. vintage-retro-indie_78

    vintage-retro-indie_78

    Joined:
    Mar 4, 2023
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    285
    ( uhhh, should maybe also be clear, have been using Godot for a few years, idea is to make more cool stuff in Unity, it's a more pro - engine imo, however in Godot there was this feature called ' screen stretch ', where one could set the resolution to for instance 1280 x 720, and then it rendered at that resolution, however ' fit ' it to the screen, so one got really good FPS, however it also looked retro, not sure it's enough to set the stuff here . . . )

    upload_2023-4-1_7-50-7.png

    ( the #problem is also when setting the graphics to ' exclusive fullscreen ' the resolution looks to change on the screen, and go to retro - style, however then the actual content is still 4K, at least it's not pixelated at all, and more like the editor stuff . . . ) :) o_O
     
    Last edited: Apr 1, 2023
  3. vintage-retro-indie_78

    vintage-retro-indie_78

    Joined:
    Mar 4, 2023
    Posts:
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    uhh, haven't figured how to make this work, not sure anyone could perhaps help . . .

    setting the resolution in the ' player settings ' to 640 x 360, and also ' exclusive fullscreen ' should work, and the resolution is correct in the editor, at least when testing the level, code, etc etc . . .

    upload_2023-4-2_14-48-12.png

    so, the resolution is correct in the editor, or it's retro, or 640 x 360 . . .

    upload_2023-4-2_14-48-57.png

    then, after building the level, and setting the settings in ' player setting ' to 640 x 360 it ' sort - of ' works, the screen flickers, or there's a new resolution, however it's not 640 x 360, and taking a screen - cap in the mode, the resolution is 1920 x 1080, however normally working on a 4K screen, so it sort - of works, the build just doesn't lower the resolution to 360p, however 1080p, not sure how to fix this, or if Unity can't set any video - game build to lower than 1080p, it's mostly weird because it's got the retro - resolution in the editor, and the settings have been also set correct according to various tutorials, and official docs, atm have a nVidia RTX 3070, not sure this is an engine bug, or how to make the content render at 360p, instead of degrading 1080p with a shader, bit wasted power // rather use graphics for other stuff, also to see if the RTX card adds quality, etc etc . . . . :) :cool:
     
  4. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    9,350
    in editor game window,
    you have 4x scale enabled, so that's why it looks different (from 1x setting).

    and note that there is bug/feature that if you have ran the build once with certain settings,
    next time it doesnt take those correct resolution settings from player settings.. (or at least there used to be some bug related to it)

    https://forum.unity.com/threads/cant-change-resolution-for-standalone-build.323931/
     
  5. c0d3_m0nk3y

    c0d3_m0nk3y

    Joined:
    Oct 21, 2021
    Posts:
    651
    I wouldn't rely on screen resolutions to do this. There is no guarantee that the desired screen resolution is available on all screens.

    I would render to a render texture. Create a render texture asset of the desired size with point filtering and assign it to the camera target texture. Then blow it up to the screen resolution with point sampling. Should be doable with a canvas but haven't tried it. You might need a second camera for the canvas, not sure.
     
    Last edited: Apr 2, 2023
  6. vintage-retro-indie_78

    vintage-retro-indie_78

    Joined:
    Mar 4, 2023
    Posts:
    285
    right, that also makes sense, know one could just make a shader, not sure problem is it #technically make stuff run slower // or, could get really fast GI - results on lower resolutions, that's why looking to make the stuff run at native-360p, however it might be the graphics card, or weird Windows bugs, etc etc . . . :(