Mixed Resolution Rendering
Published: Oct. 23, 2025
About Mixed Resolution Rendering
Section titled “About 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.
Tech demo
Section titled “Tech demo”WinterCrownWORKS PS5: Mixed Resolution Rendering - Rendering Flow
Section titled “WinterCrownWORKS PS5: Mixed Resolution Rendering - Rendering Flow”Explanation
Section titled “Explanation”1st Process
Section titled “1st Process”
Low Resolution Rendering
2nd Process
Section titled “2nd Process”
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.
Final Process
Section titled “Final Process”
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”
Additional Materials
Section titled “Additional Materials”This is in comparison to using Mixed Resolution Rendering.