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Mixed Resolution Rendering

This is an explanation of MixedResolutionRendering, which we implemented by customizing UE5. This technique renders translucent parts in two stages, rendering the low-frequency parts at a low resolution and high frequencies rendered at a high resolution separately. This makes it easier to maintain quality while improving performance.

WinterCrownWORKS PS5: Mixed Resolution Rendering - Rendering Flow
Section titled “WinterCrownWORKS PS5: Mixed Resolution Rendering - Rendering Flow”
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Low Resolution Rendering

Upscale only the low-frequency components to a high-resolution buffer. The low frequency parts are marked with the Stencil to prevent them from being overwritten.

Render again. By performing stencilTest, the unmarked areas can be run with a minimal PixelShader.

Result: A mixture of LowResolution + HiResolution

Section titled “Result: A mixture of LowResolution + HiResolution”

This is in comparison to using Mixed Resolution Rendering.

WinterCrownWORKS Mixed Resolution Rendering
Section titled “WinterCrownWORKS Mixed Resolution Rendering”
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