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It just does not work.
It's limited to a whopping total of 8 games. Eight. Why? Because with the way modern computer graphics work these days, you can't just hook the API and lower render target resolution or viewport size, you'd break all sorts of post-processing effects and lighting passes and whatnot in the process. So basically, AMD have to explicitly implement per-game hacks that set the appropriate knobs (viewport size, shader parameters, compute shader workgroup counts etc.) for every single game they want to support.
Not to mention that the overall approach is just garbage. I tested it with SotTR back in the day when the driver that heavily advertized the feature came out and really just leads to janky camera controls, since rapidly changing frame times isn't something that games are particularly fond of. Guess why you pretty much never hear anybody talk about this anymore? Yeah, nobody fucking uses it.
You know what does work reasonably well in practice? Games adjusting rendering resolution dynamically by themselves to hit a desired frame rate. It's getting increasingly common and should be a viable way for the 4k crowd in particular to enjoy their games at reasonable quality and performance levels without having to buy a 2080 Ti. And all of that without AMD making an even bigger mess out of their Windows driver package than it already is.
Last edited by YoRHa-2B on 6 August 2020 at 2:57 pm UTC
I don't have reasons to doubt you but if it's as you say, then AMD is pretty stupid for persuing such a feature. It seemed like a good idea but when I realize the fps would go up alot I no longer thought it as useful. Even if you could adjust to fps going up, it would surely be somewhat annoying.
Hopefully we will see more games with dynamic resolution.