About resolution scale
Resolution scale — also called render scale, screen percentage, or 3D resolution depending on the game or engine — is a graphics setting that decouples the resolution the GPU renders at from the resolution shown on your display. Instead of always rendering at your monitor's native pixel grid, the engine renders the 3D scene at a percentage of that resolution, then scales the result up (or down) to fill the output. Setting it below 100% trades image sharpness for frame rate; setting it above 100% (supersampling) spends extra GPU work for a crisper image than native rendering alone can provide.
The formula
For a native (output) resolution of W × H pixels and a resolution scale of S%, the engine renders at:
- Render width = W × (S ÷ 100)
- Render height = H × (S ÷ 100)
- Render pixel count = Render width × Render height
Because the scale factor is applied independently to both width and height, the total pixel count — and with it the bulk of the GPU's per-pixel shading work — changes with the square of the scale factor: Render pixels ≈ Native pixels × (S ÷ 100)². At 70% resolution scale you are not rendering 70% of the pixels; you are rendering roughly 0.7² = 49% of them, which is why a modest-looking slider change can produce a large frame rate gain.
Why engines use resolution scale
GPU render cost is dominated by per-pixel work (shading, lighting, post-processing), so cutting pixel count is one of the most effective ways to recover frame rate without changing texture quality or draw distance. Many modern games implement dynamic resolution scaling, which automatically lowers the scale percent when the frame rate dips below a target and raises it back when GPU headroom returns, keeping frame time more consistent than a fixed resolution would. VR headsets go the other direction: because lenses magnify each pixel, VR runtimes commonly render at 100-150% (or more) of the headset's native panel resolution to keep the image sharp once viewed through the lens.
Reference scale values
- 100% — native resolution; render pixel count equals output pixel count, no upscale or downscale needed.
- 70-90% — a common "balanced" band for dynamic resolution scaling; roughly 49-81% of native pixels, a noticeable but often acceptable softness in exchange for meaningfully higher frame rate.
- 50% — quarter the pixel count (0.5² = 0.25); a strong performance mode, typically visibly soft on a large display.
- 150% — supersampling at 2.25× the native pixel count; sharper edges and finer detail at a substantial GPU cost, common in VR and screenshot modes.
- 200% — 4× the native pixel count (effectively 2×2 supersampling), the practical ceiling most engines expose.
What this calculator does not model
The calculator reports the render resolution and the pixel-count-based workload ratio, which is the standard, engine-agnostic relationship behind every resolution-scale slider. It does not model engine-specific behavior such as separately-rendered UI/HUD elements (usually kept at native resolution regardless of 3D scale), the cost of the upscaling filter itself (bilinear, FSR, DLSS, and similar all add their own overhead), non-pixel GPU costs like geometry and vertex processing (which do not shrink with resolution scale), or CPU-bound bottlenecks where lowering resolution scale produces little to no frame rate gain.