Hey guys, I have the LG G3 Android, and I think my resolution is kinda well umm to big?
I want to build my game to support you know, umm 1080P not 2560x1440, whatever that is in P.
I was reading about my phone and it said most apps don’t support a screen size like mine yet, and heck, i don’t even see that resolution size in Unity for the game view size selector.
Is there a way to you know, force a top resolution of 1080P 16:9 ratio? (1920 x 1080 I believe it is)
or the WXGA Landscape in Unity Game View of 1280 by 800.
Not a forced no matter what resolution, but is there a way I can set it up in an options menu to choose the resolutions people would like or whatever?
I know most people fight to get a suitable smaller resolution to support lower end phones.
Well, I’d like to target a Max Resolution of the common phone sizes of the Higher end phones.
I would just google it, but there’s not any information that I could find about changing Android resolution size,
everyone said it wasn’t a good thing to do, but these people were wanting to go down to (480 x 320) which is quite small, but I’m not wanting to do that, I’m wanting to keep it a normal HD size, not a 4K Quad HD Screen.
Despite it’s beauty, I don’t want to make slightly older phones suffer just because of this. Because I have everything set up for this resolution and when I get on my tablet it gets all screwy on me.
I know this is probably an odd request.
Just don’t see any info on this on how to actually achieve this except for PC.
While you can limit the render resolution in code, it is by far best to run your game at any device’s native resolution automatically and make your UI resolution-independent (as well as your game, which should already be regardless of course). I would advise against adding a resolution setting to a mobile title as it’s of no actual benefit to users and would just add confusion on their end. Also, you can set a custom resolution in Unity’s game mode window in the dropdown list if you want to test at something lower.
I would imagine that rendering at a lower resolution could improve performance quite a bit, especially considering the crazy resolutions some devices now have on their tiny screens.
Render-to-texture is usually the way to emulate lower resolutions on mobile
This was the case in my experience, although with other engines. I remembered 800x480 scenes increasing their FPS 125% - 150% when rendered to a 400x240 quad. Higher fill rates can make a huge difference on mobile
It works on all devices that support resolution changes and some limitations are mentioned in the description. For Android its impossible to list all since it’s a mess if you start to include cheaper devices and tablets no matter what Android version they are running.
Hey guys I would like to report that it works back.
But weird how my frames even at a test at 480 x 320 only raised on average 10 to 20 fps. Figured it would make more difference to test a lower resolutions, but eh, ah well lol.
I’d root my phone and change resolution all together, but the LG is getting the Android 5.0 before anyone else, at least for one of their devices this week, hope it’s mine, so I don’t want to miss this update LOL.
Rendering at 480x320 when the screen is 1440p isn’t going to make as much of a difference, because the phone still has to render at 1440p, via upscaling. A mobile GPU is probably not quite as efficient at upscaling as a desktop CPU either.
If you have to render at a lower resolution, pick one that scales nicely. 2560x1440 is exactly twice the width and height of 720p (1280x720), so that’s the next step down. Try halving it again and see if it makes significant difference. But typically view distances, shadows and number of lights probably make more of a difference on a mobile device.
Yeah I’m not doing this for me, I mean it works fine on my phone, just testing other resolutions to see if it will bottleneck past there screen resolutions.
Like I don’t get it, my tablet has a 720P resolution, my FPS is around 50 - 80 FPS (need I say it’s like the lowest end on tablets when it comes to performance) and it skips everywhere like horrid lag even though my frames are very decent.
I tell you what, it’s definitely a learning game how Phones/Tablets work compared to PC’s lol.
That’s not necessarily true; depends on how much overdraw there is. If you’re drawing 5 layers on top of each other for most of your game, for example, then it only has to render (480x320x5)+(2560x1440) pixels = 4,454,400 px, compared to (2560x1440x5) pixels = 18,432,000 px. Obviously 5 layers of overdraw on the whole screen is a lot, but it’s not unheard of by any means, especially if you have atmospheric particle effects and so on. Even if you have just 2 layers of overdraw on the whole screen - which is not rare, in fact it’s practically ubiquitous - then rendering at low res and upscaling will save you a fair amount on fillrate.