On my “Main Camera” (the only camera in the scene) I’ve checked “Allow Dynamic Resolution” and added an “HD Dynamic Resolution” component, leaving the default settings.
With “Enable Debug View” enabled, I see some numbers shifting about, but I don’t see any change at all to the FPS reported by the stats window. Nothing at all seems to change, performance wise, with FSR enabled or disabled:
It shouldn’t be more complicated than that, I believe you got most of the steps right.
I’m not sure why you don’t see any improvement but it could be a couple of things since there’s so many variables:
You could be CPU bound so reducing the resolution would not really help lower down the FPS.
You still have 100% on the min and max screen percentage in your HDRP asset, which depending on how the C# script on your camera works might force your screen percentage to 100% anyway.
Profiling in editor is not really reliable so be careful about the number you found out here, it’s better at least to test in a player.
Also, keep in mind Hardware dynamic resolution works only in console and DX12, Vulkan or Metal.
You should make sure something is actually happening resolution wise on the screen by boosting the target FPS, at a 0.5 scale with catmull rom filter you should be able to see something happening by toggling Dynamic Resolution checkbox on the camera.
Thank you so much for the reply! I think you’ve solved this for me - the Player configuration is set to DX11, and I’ve configured hardware upscaling. I’ll either switch to software upscaling or test it out with DX12. I’ll also set the min screen percentage to something sensible.
This got it working for me, thank you so much @chap-unity ! I changed to Software upscaling on all quality assets, and set a range of min resolution on each of the quality levels. Getting a good uptick in FPS, which is just brilliant!