2024-12-12 09:31:17|Myriagame |source:minecraft skins
The cover diagram has a detail. The left half looks like a color. It is actually the same as the grid as the right, but it is much more secret.
Overview
Resolution control can lower the resolution without affecting the size of the game window.
Simply reduce the resolution without modules, but as a reduction of the game window, the game experience will be greatly reduced.
Taking the latest MC version of the RESOLUTION Control Plus version as an example: The resolution of the resolution can be adjusted in the module interface. The multiplier rate when the sampling is default: 1,0.75, 0.50, 0.10, 0.05, 0.0 (at 0.0 at 0.0 (at 0.0 at 0.0 (at 0.0,, Only show the picture of 1x1 resolution), the time of the sampling is: 1.25, 1.5, 2.0, 3.0, 4.0, 6.0, 8.0.
Technical details
Sampling
When the lower sampling is adopted, the image data of the samples will be written on the frame buffer of the game, and the frame buffer will eventually write the display device display.
Reducing the writing of the buffer can effectively reduce the amount of data transmitted per frame and reduce the overhead in the post -processing stage to bring a certain performance improvement.
When using a heavy sampling algorithm, users can choose the nearest neighbor interpolation and linear interpolation algorithm, which are very close to these two algorithms.
You can choose the recent sampling of neighborhood interpolations to obtain a more "pixel" output, or use linear interpolation sampling, but because of the pixel painting style of Minecraft, it may bring a smooth effect and cause the picture to blur.
Sampling
When your GPU performance is strong enough, or the CPU single -core performance is very excellent, you can open the sampling to obtain a better picture sharpness.
Similar to the anti -algorithm algorithm, it re -sampling the screen to obtain a higher resolution picture. Of course, when the sampling is too high, it may also render some distortion when the size of the screen window is on the size of the screen (because when you will the picture will be the pictureAfter writing the buffer, it is still displayed according to the size of the window, and a sub -sample will be returned to the original size at this time).
screenshot
Different resolutions are set to the screenshot function. Here you can obtain a lossless ultra -high resolution screenshot by setting the picture size of the screenshot.
Of course, high -resolution screenshots require your memory support. The picture will be read from the buffer. You can get estimated memory (memory) demand in the display interface;
Or get a pixel screenshot of retro pixels, similar to some style paintings.
The resolution adjustment of the module is only for the world rendering part, and the 2D graphics interface such as HUD and GUI will not be affected.
The resolution of the screenshot can also be adjusted in the module, and screenshots of the binding key can be used, which is more efficient than Fabrishot.It is manifested as shorter and faster in response.
Performance test
The effect is as follows when the resolution is reduced:
Test computer configuration: i5-10400F, RTX 2060, 16G DDR4.
Game version: 1.18.1, combination of Iris + Sodium.
Light and shadow: Complementary Shaders.
Field distance: 12.
1.00: The frame rate is about 105.
0.75: The frame rate is about 140.
0.50: The frame rate is about 190, and it has been obviously blurred.
0.25: The frame rate is about 220, which is very vague and affects the experience.
It can be seen that if you want to increase the frame rate of the game, 0.75 is a better choice, and of course you can customize the resolution.
Supplementary experiments (the test runs in Forge 1.16.5, GTX 1660Ti environment, MOD for the forge transplant version of @NowandFuture):
If it is used as optimization, it is prerequisite to increase the number of frames after opening the low score of opening the MOD:
Your GPU computing power has been exhausted, that is, check whether the graphics card is close to 100%;
There is a proper gap between your CPU throughput and GPU throughput.
When the above conditions are met, the number of frames can be brought to improve the number of frames by reducing the quality of the resolution loss. The original game can hardly allow the graphics card to stabilize the full load. Therefore, the low resolution in the original version can hardly bring any performance improvement.
The figure below shows the FPS difference under different GPU loads:
Remark
1.20.4 There are non -official branches: ResolutionControl ++, which fixes the compatible and luminous effects of Axiom to display abnormal bugs.
Note: The 1.20-0.4.10 version of sodium is used together with the module 1.20-3.0.0.
There is 1.21 unofficial branch: ResolutionControl3, and transplant the newly restored version to some low versions.
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