Hi, I’m using the Pixel Perfect Camera component for my pixel-art 2D game. As you probably know, it doesn’t work correctly on odd numbered screen resolutions, showing black lines and other artifacts on screen (in development builds and in the editor, it shows a warning too). This is mostly fine, since all screens have an even-numbered resolution.
Here it comes the problem: Samsung’s Game Booster likes to optimize games by itself; one way it does this is by scaling the resolution by 75% or so, breaking the Pixel Perfect Camera on some devices. For example on the Galaxy Tab S8 (base model): it’s nominal resolution is 2560x1600, but after Game Booste optimizations Unity reports 2051x1282 (odd numbered, thus breaking).
It occurred to me that the same problem would happen if the game is deployed on desktop and the window is resized to certain resolutions.
Since it’s pretty much impossible to solve these problems at the core (we have no access to this aspect of the Game Booster SDK), I was wondering if there was a workaround in the Pixel Perfect Camera itself, maybe by adding an underscan or overscan (of one line in this case) of some sort to reach an even numbered resolution.