The Division Uses Dynamic Resolution Scaling On Xbox One

Aernout
Posted Feb 3, 2016
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The Division uses a dynamic scaler on the Xbox One to adjust the game’s resolution, depending on the GPU load.

Following beta feedback, Eurogamer’s Digital Foundry put the beta on Xbox One on the workbench. The results indicate that the game uses a dynamic resolution on Microsoft’s console.

The beta launched last week, and early analysis showed that the game ran at 1080p with 30 frames per second on both the Xbox One, and PS4.

Check out the dynamic resolution analysis from Eurogamer down below:

We’ve had a lot of people asking about a slightly blurrier appearance to the Xbox One version of The Division’s beta. We looked into it in more depth and it looks as though Ubisoft Massive uses dynamic resolution tech here in order to sustain the target 30fps.

Dynamic resolution scaling isn’t new to Microsoft’s console, and it has been seen in effect with more recent titles such as CoD: Advanced Warfare, and Halo 5: Guardians.

The Division dynamic resolution scaling on Xbox One results in occasional softening of the image

Judging from Eurogamer’s analysis, the overall result of dynamic scaling is occasional softening of the game’s image.

So what exactly is the resolution? Well, the short answer is, it varies depending on the rendering scenario. In the opening shot, Xbox One drops to 1792×1008 as we look at the recovery camp ahead, as especially noticeable on a rooftop structure to its right side. This is still much higher than the 900p output we see in other titles, and it ultimately sits around 87 per cent of a full HD image overall. In other words, it isn’t always a vast difference, but it’s notable in explaining why we see certain details losing some definition.

The logic behind this dynamic resolution is easy to explain too. Inevitably, looking up to the sky in the same initial area – even slightly – to force the demanding elements of this scene out of view, the Snowdrop engine switches itself to a full 1080p. But as you’d expect, lowering the camera again (bringing all objects and fog effects into view) gets us back to 1792×1008.

The end result is an occasional softening of the image, and tends to occur around outdoor scenes as opposed to interior traversal and combat. In terms of the actual breadth of resolution changes, we’ve not had time to assess the full range utilised by the Xbox One beta – though the lowest figure we’ve logged comes in at 1728×972 (or 81 per cent of a full HD resolution).

What do you think of using dynamic scaling? Do you prefer a higher resolution over framerate? Leave a comment.

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