Dynamic resolution control
The balance between crisp graphics and smooth performance
So you've made a great game that looks great in full-HD on a PC, but older phones are having trouble rendering all those pixels. Now you can choose to exchange resolution for performance dynamically, at run time, using hardware-accelerated CSS upscaling:
wade.setResolutionFactor(x);
But I want performance AND hi-res graphics!
OK, you can have both. Well, not really. But you can have the next best thing: control resolution for individual layers. Use high-resolution layers for static objects and text, and lower the resolution of the layers that draw lots of pixels per frame.
wade.setLayerResolutionFactor(layerId, x);
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