Z-Buffer = Pixels * FSAA Depth * Z Depth (usually 32-bit depth)įront-Buffer(s) = Pixels * Output Colour Depth (this is what you see, almost always resolved to 8-bit per component rather than 10-bit or 16-bit) There may be more new settings available.įrame Buffer Calculations & Memory Consumptionīack-Buffer(s) = Pixels * FSAA Depth * Rendering Colour Depth (may include multiple render targets for deferred rendering techniques) ShootMyMonkey mentions scaling support for a pixel height of 576.(Note: native resolution = back buffer resolution, front buffer = image for displaying/hardware scaling) Games whose back buffers are rendered at strange resolutions must upscale the front buffer (at a cost of extra memory) to either 1280x720 (720p output) or to one of the acceptable 1080p resolutions.
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