The Last of Us PS4 Devs Explain Dynamic Resolution Wouldn’t Work; Graphics Coders “Freak Out” then Succeed
Naughty Dog seems to have put a large effort into achieving a solid 60 frames per second in The Last of Us Remastered for PS4, even if some still seem to harbor doubts.
A fan asked Programmer Drew Thaler on Twitter why they didn’t use a dynamic resolution scaling in order to get a smooth frame rate, but Thaler explained that it probably wouldn’t work that well.
WipEout did that iirc, they had this horizontal scaling where rendering width decreased on the fly in frantic moments.
But tbh racing games are special; it would probably look bad in most other game genres : )
For those unfamiliar with the concept, dynamic resolution scaling is a feature that allows a game to dynamically reduce its resolution when the frame rate struggles to keep close to its target.
Apparently TLOU Remastered doesn’t need it, and when the fan mentioned that he’d prefer constant 60 FPS at 1080p over fancy effects, Thaler reassured him:
I think you’ll be happy then. : ) It’s really solid in my experience.
Graphics Programmer Corrinne Yu had an interesting details to share as well, responding to well known Hollywood Visual Effects Artist Todd Vaziri, who said:
Our greatest triumphs in visual effects usually start with a director’s vision, then VFX freaking out about how to do it.
Yu responded by explaining that the same happens for Naughty Dog games:
Coincidentally,this is how our games are made. Gfx coders freaking out how we would fail,and then we succeed! : )
Considering how many still doubt the solidity of The Last of Us Remastered’s frame rate, that’s not excessively surprising.