r.ScreenPercentage and sg.ResolutionQuality support on mobile

I’d like to know if there’s a chance of support for r.ScreenPercentage and sg.ResolutionQuality settings on mobile devices.

The problem is that there’s a lot of devices with GPU’s not fast enough to smoothly render UE4 with their native resolution and such devices will always be produced. It happens with cheaper 720p/800p devices now, it will happen with cheaper 1440p/retina devices in the future even if they get respectively faster GPU’s to the resolution change. This means there will be devices with performance comparable to currently officialy supported in UE4 devices but those won’t run smoothly due to bigger resolution.

We won’t need pixel perfect 1440p on 5" device in the near future for gaming (except maybe for the HUD/input) same as we don’t need full resolution when prototyping the gameplay before optimizations.

There’s a lot of subjects trying to go around this problem and I think enabling those features could be the easiest tweak for devs if possible.

I agree with you and I am searching for the same thing,
I want to render at a lower resolution on my mobile device but with no upscale filtering applied (point filter instead of bilinear filter)

Is there any method of upscaling on mobile now? I couldn’t find anything when i posted this. How to upscale with bilinear filter?

Please add support for this. Since MobileScaleFactor changes the resolution of the backbuffer and then the resolution of the UI, which is unacceptable in most cases.

Yes, I am in the same boat where I’d like to have the UI be at native, but have the scene rendering at a lower resolution. Is there any way to do this?

Like to agree with NeoRob.gg here as I’m sure that’s the common use case. e want to have UI at full native resolution but the 3D scene rendered at lower resolution for better performance.

Hi,

Maybe you know that r.ScreenPercentage is not available on mobile devices.

But there is an alternative to that:
In the device profiles you can add

CVars=r.MobileContentScaleFactor=X

Just replace X with 0 for native resolution or with 0.1 to 1 to scale the resolution from very low (don’t know the actual size) to 1280 x 720.
I found some Info here:

Once I tried 0.1 and this was a very low resolution on my android phone.
But I don’t know how the resolution really was. It looked just like many pixels!

One of the comments above mentioned that, but that doesn’t do what we want. We want the render resolution to be smaller but the UI (Slate) to render at full resolution so it’s crisp.
MobileContentScaleFactor will scale everything, so the UI ends up being downsampled as well.

Ok, sorry for misunderstanding your question.