Low Resolution Rendering

I did some experimenting with low resolution rendering of the game. Essentially I rendered the the scene to a texture and half or quarter resolution then scaled it back up to full size using nearest neighbour filtering.

The results look pretty cool. At the lower levels of  resolution the graphics become somewhat abstracted, a representation of the object rather than an attempt at fully realising it. The greater the abstraction, the more that is left to the mind to fill in. Go really far with this and you end up in the realm of dwarf fortress.

Halving a resolution like this also has an added performance advantage. Half the amount of fragments are being pushed through shaders and textures can be of lower res.

screenshot_mon_jan__2_02_49_46_2017screenshot_mon_jan__2_02_49_54_2017screenshot_mon_jan__2_02_50_13_2017screenshot_mon_jan__2_02_50_30_2017screenshot_mon_jan__2_02_51_35_2017screenshot_mon_jan__2_02_52_04_2017
Screenshot_Fri_Jan__6_12_58_25_2017.png

Advertisements

One thought on “Low Resolution Rendering

  1. Pingback: Update 7: Fixed Camera Rendering | Harry Kilian

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s