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Limited available resolutions in UDK

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    Limited available resolutions in UDK

    I was wondering, if there is a way to set the resolution in UDK to whatever value, ignoring what resolutions are available in Windows or the display drivers for your monitor.

    Fact is, this was possible in UT3 when running the game in windowed mode. The window just scaled down to the display size, but if you made screenshots ("shot" command), the resolution was higher than the monitor's screen resolution.
    In UDK, the resolution is limited to the current resolution of the monitor, there is no downscaling for the window.

    The "tiledshot" command is no alternative, since tiles are clearly visible in the final image (hud, postprocess, particles and much more is not handled correctly in tiledshots, see screenshot below).

    Downsampling the high resolution to a lower one results in a much higher image or video quality:

    image shot at 640x360 (16:9):



    image shot at 7680x4320 (16:9), downscaled to 640x360: (here is the image downscaled to 1920x1080: link)



    image shot at 640x360 with tiledshot (resulting in 1920x1080), downscaled to 640x360:







    I know about downsampling with Nvidia graphics drivers, but that depends on the kind of hardware you use. This clearly is just a software problem, as UT3 shows. Any informations are welcome.

    #2
    No, you can't use a resolution higher than your monitor, you can use any resolution lower than it though.

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      #3
      There is this command HighResShot which works similar to TiledShot but it is crashing UDK (UDK-2014-05). Command can either be used with a factor or a absolute size
      Code:
      HighResShot 2560x1440
      HighResShot 2
      Got that command from UE4. Might have been not fully implemented in UDK.




      Other than that, the only software solution would be hacking. Tools could increased the virtual desktop size which might work with UDK then.

      Comment


        #4
        Originally posted by RattleSN4K3 View Post
        Code:
        HighResShot 2
        That's it, many thanks Rattle!

        Using the August 2014 UDK in windowed mode at 1280x720, the command "HighResShot 5" created a screenshot with a resolution of 6400x3600 (-> downsampled to 1920x1080: link). "HighResShot 6" gave me a texture error, guess it is cause of the gpu coming to its memory limits.

        What works fine: There no longer are issues with visible tiles on postprocessing effects, particles, the hud etc.
        What causes issues: blurred players, despite the game is paused and "shot" does not show any blur (disabling motion blur may help, didn't try). Crosshairs and other hud elements, that should be hidden, show up on the screenshot. Postprocessing based on pixel size (like bloom kernel) is not designed for highres screenshots.

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          #5
          Didn't thought that it would work . So August 2014 UDK might have fixed that issue (or it's dependent on what GFX you are running UDK).

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