#It looks blurry after switching from Mac to Windows

1 messages · Page 1 of 1 (latest)

astral tusk
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Hi, I've been using a Mac until now. I've gotten a Windows workstation, but the game in Game View is quite blurry. Even when I "build and run," it's still blurry. I noticed that this issue is resolved by increasing the render scale to 3 in the URP settings. Can anyone explain why? Does increasing the render scale to 3 impact performance? I can deduce that this issue stems from using a retina display (iMac) versus a non-retina one.

Below I've attached the difference between render scale 1x and 3x. The settings are the same on both Mac and Windows. The problem is that if I leave it at 1x it doesn't look right.

peak adder
# astral tusk Hi, I've been using a Mac until now. I've gotten a Windows workstation, but the ...

Is it only those rings that look bad on lower resolution display (windows)? How are those rendered? Custom shader? Instead of touching the render scale, you should probably try to force the same resolution your mac has on the game view and zoom closer to see whether the image still looks the same sharpness (as mac). Do you use anti aliasing or depth of field? Anti aliasing will intentionally make all the edges bit blurry to avoid jagged edges which on lower resolution display can look bit blurry, yet without it might look even worse

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Those white planetary motion rings especially look suspicious though in how they at points totally cut out. Im not seeing the same with those even thinner grey lines which makes me suspect it might have something to do with either the way they are rendered or a post processing effect (like PP anti aliasing) which might mess them up

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The native resolution with render scale of exactly 1x should be the default and should look fine.

astral tusk
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This time I took the screenshots directly from the build and keeping render scale 1x, the one where it is clear is on iMac, the blurry one is on Windows.

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I'm going crazy.

red yarrow
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Make sure alpha to coverage is enabled, if those rings are alpha-clipped textures

astral tusk
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Keeping the render scale at 1x, if I change the resolution in the game view and set it to 4K, it looks fine as I see it on the Mac, but not in Full HD. What I can't understand is why on the iMac, keeping the resolution Full HD, it still looks sharp.

red yarrow
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And how are the lines made? Alpha clipping?

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Because I'd expect aliasing here, on both DX12 and Metal. But Unity's Metal renderer can be quirky in my experience.

astral tusk
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I noticed that managing some post-processing bloom information changes something, but I’m wondering why it works if I switch to a higher resolution? I’d like to keep the current bloom settings.