Nah I’m happy with 720p even for modern games - ideally 60fps but i’ll take what I can get.
I have a 1440p monitor and 720p looks good on it as it’s an exact 1:2 ratio
I would recommend using a tool - don’t rely on your operating system or the game for upscaling. Lossless scaling works incredibly well for this. I’m currently playing FTL (720p pixel art game) on my 1440p screen and it looks magnificent with this tool set to integer scaling. Razor-sharp pixels instead of the blurry, mushy ones that it suffers from with its built-in upscaling.
None of this makes any sense with 3D games though, of course. You have to be blind to play 3D games at 720p on a modern display.
What’s the point of using a lower resolution if not for demanding 3D games? Unless we’re talking 240p for CRT gaming, but that’s a whole different thing.
It only makes sense to use a modern resolution with a modern upscaling method like FSR4 or DLSS for 3D titles. Just turning the resolution down gets you a terrible experience, because these games were designed for higher resolutions. Details - including ones that are important for the player reading a situation, e.g. seeing enemies and enemy behavior - get lost in the visual noise from pixelation.
You can easily simulate this effect by watching a YouTube video of a modern title at a low resolution. With some recent games, even 1080p is actually too low.
What I really wanted to know was why you were using a lower resolution for 2D games, but it turns out you’ve already gone over that in a different comment.
IMO, low resolutions for 3D are still valid particularly if you don’t have a recent GPU, and the idea that 1080p is “too low” for some modern games honestly really bothers me. I feel like 720p should be enough, and that developers are doing something wrong if they can’t scale their UIs to fit that properly.
It’s often not the UIs, it’s that games are so visually dense now (foliage, hair, texture detail, draw distances, small animations everywhere, effects that are heavy on particles and transparency) that lower resolutions don’t work anymore. I first noticed this during the last gen, watching a relatively low-res video of a then upcoming Forza Horizon game. It was almost impossible to tell what was happening on screen. Granted, compression was also doing its part, but much of it was due to there simply not being enough pixels to display what the developers wanted players to see.
I have also noticed this with some titles on the Steam Deck, which has a display resolution of 1280x800, so effectively 720p with a bit more vertical space. There are games that aren’t all that enjoyable at this resolution. There’s a reason why most competitors in the handheld gaming space chose to use 1080p or higher res screens, even though the can be a challenge to drive with mobile chipsets, but Valve’s handheld is old enough that upscaling that makes higher resolutions possible wasn’t as mature yet.
If you look at improvements to all major upscalers on the market (FSR, DLSS, XeSS and PSSR), they have pretty much universally become better at preserving fine detail, even to the point of giving up a bit of performance for this. They are designed for modern games, after all.
There are still plenty out there that more or less work at lower resolutions, like most e-sports and F2P titles (which also have tend to have low hardware requirements in general). We have reached the point where even reasonably decent integrated GPUs can play fairly recent games at 1080p or thereabouts. 1080p has been the minimum for years at this point, which is also reflected in hardware requirements, where 1080p/30 at low settings is often either directly stated or implied for minimum requirements; more recently, it’s admittedly quite often with upscaling, but that’s a relatively new development, years after 1080p had become standard.
Keep in mind that 720p as a resolution standard is positively ancient at this point. This was usually the target resolution during the Xbox 360/PS3 era (although there were plenty of titles that ran at lower resolutions, as well as a few that pushed up to 1080p), which started 21 years ago. Even four years prior, I was already playing games at 1280x1024 on PC. It’s not outrageous for developers to move on from this, which the overwhelming majority did with the last console generation, at the latest.
Yeah i tried playing the new halo on 720p “the bad way”, and yeah it was pretty bad. I’m better of just continuing using DLSS performance mode.
I’m curious, why do you want to use upscaling on games that are easy to run? Are you using really old hardware or are the games more demanding than one might think?
No, I’m using pixel-perfect upscaling on 2D titles like FTL, because it simply looks better that way.
Here’s a comparison between the built-in scaler and using integer scaling with Lossless Scaling (but any other tool that supports integer scaling would have the same result):
As you can see, it’s the difference between blurry, mushed-up pixels and dull colors (since they get blended between pixels) vs. crisp, bright and much more pleasant to look at pixel art. It doesn’t work this way with every game, of course: For my 1440p screen (2560x1440), a game needs to be 720p (1280x720 - exactly half as many pixels on each axis) for pixel-perfect scaling.
It should also be noted that in my opinion at least, this method only makes sense for modern 2D games that are designed for flat screen displays. With old games intended for CRTs, it makes more sense to use a good CRT shader instead. More info on this here.
By the way, this was very annoying to capture. Steam only took 720p screenshots of the integer-scaled image, as did two other screenshot tools I tried. I had to manually upscale the second screenshot using nearest-neighbor scaling (same thing as integer scaling) to simulate what it looks like.
Nah I’m happy with 720p even for modern games - ideally 60fps but i’ll take what I can get. I have a 1440p monitor and 720p looks good on it as it’s an exact 1:2 ratio
Didn’t know it was an integer ratio, I will try this on my 1440p monitor as well!
I would recommend using a tool - don’t rely on your operating system or the game for upscaling. Lossless scaling works incredibly well for this. I’m currently playing FTL (720p pixel art game) on my 1440p screen and it looks magnificent with this tool set to integer scaling. Razor-sharp pixels instead of the blurry, mushy ones that it suffers from with its built-in upscaling.
None of this makes any sense with 3D games though, of course. You have to be blind to play 3D games at 720p on a modern display.
What’s the point of using a lower resolution if not for demanding 3D games? Unless we’re talking 240p for CRT gaming, but that’s a whole different thing.
It only makes sense to use a modern resolution with a modern upscaling method like FSR4 or DLSS for 3D titles. Just turning the resolution down gets you a terrible experience, because these games were designed for higher resolutions. Details - including ones that are important for the player reading a situation, e.g. seeing enemies and enemy behavior - get lost in the visual noise from pixelation.
You can easily simulate this effect by watching a YouTube video of a modern title at a low resolution. With some recent games, even 1080p is actually too low.
What I really wanted to know was why you were using a lower resolution for 2D games, but it turns out you’ve already gone over that in a different comment.
IMO, low resolutions for 3D are still valid particularly if you don’t have a recent GPU, and the idea that 1080p is “too low” for some modern games honestly really bothers me. I feel like 720p should be enough, and that developers are doing something wrong if they can’t scale their UIs to fit that properly.
It’s often not the UIs, it’s that games are so visually dense now (foliage, hair, texture detail, draw distances, small animations everywhere, effects that are heavy on particles and transparency) that lower resolutions don’t work anymore. I first noticed this during the last gen, watching a relatively low-res video of a then upcoming Forza Horizon game. It was almost impossible to tell what was happening on screen. Granted, compression was also doing its part, but much of it was due to there simply not being enough pixels to display what the developers wanted players to see.
I have also noticed this with some titles on the Steam Deck, which has a display resolution of 1280x800, so effectively 720p with a bit more vertical space. There are games that aren’t all that enjoyable at this resolution. There’s a reason why most competitors in the handheld gaming space chose to use 1080p or higher res screens, even though the can be a challenge to drive with mobile chipsets, but Valve’s handheld is old enough that upscaling that makes higher resolutions possible wasn’t as mature yet.
If you look at improvements to all major upscalers on the market (FSR, DLSS, XeSS and PSSR), they have pretty much universally become better at preserving fine detail, even to the point of giving up a bit of performance for this. They are designed for modern games, after all.
There are still plenty out there that more or less work at lower resolutions, like most e-sports and F2P titles (which also have tend to have low hardware requirements in general). We have reached the point where even reasonably decent integrated GPUs can play fairly recent games at 1080p or thereabouts. 1080p has been the minimum for years at this point, which is also reflected in hardware requirements, where 1080p/30 at low settings is often either directly stated or implied for minimum requirements; more recently, it’s admittedly quite often with upscaling, but that’s a relatively new development, years after 1080p had become standard.
Keep in mind that 720p as a resolution standard is positively ancient at this point. This was usually the target resolution during the Xbox 360/PS3 era (although there were plenty of titles that ran at lower resolutions, as well as a few that pushed up to 1080p), which started 21 years ago. Even four years prior, I was already playing games at 1280x1024 on PC. It’s not outrageous for developers to move on from this, which the overwhelming majority did with the last console generation, at the latest.
deleted by creator
Yeah i tried playing the new halo on 720p “the bad way”, and yeah it was pretty bad. I’m better of just continuing using DLSS performance mode.
I’m curious, why do you want to use upscaling on games that are easy to run? Are you using really old hardware or are the games more demanding than one might think?
No, I’m using pixel-perfect upscaling on 2D titles like FTL, because it simply looks better that way.
Here’s a comparison between the built-in scaler and using integer scaling with Lossless Scaling (but any other tool that supports integer scaling would have the same result):
Built-in upscaling from 720p to 1440p.
Integer scaling (one pixel gets turned into four without any blending).
A tool that allows you to see the difference even on a small screen, with various options, including a slider:
https://twinlens.app/compare?share=2c26f762ee78
As you can see, it’s the difference between blurry, mushed-up pixels and dull colors (since they get blended between pixels) vs. crisp, bright and much more pleasant to look at pixel art. It doesn’t work this way with every game, of course: For my 1440p screen (2560x1440), a game needs to be 720p (1280x720 - exactly half as many pixels on each axis) for pixel-perfect scaling.
It should also be noted that in my opinion at least, this method only makes sense for modern 2D games that are designed for flat screen displays. With old games intended for CRTs, it makes more sense to use a good CRT shader instead. More info on this here.
By the way, this was very annoying to capture. Steam only took 720p screenshots of the integer-scaled image, as did two other screenshot tools I tried. I had to manually upscale the second screenshot using nearest-neighbor scaling (same thing as integer scaling) to simulate what it looks like.