Sorry if the title's kinda word salad; I'm trying to express an idea for a niche scenario that I probably misunderstand in some way or another. Here's where I'm coming from:
- As far as I know, it's recommended that your base / canvas be the same resolution as your main monitor, though this might be outdated. If I recall correctly it's just more efficient on GPU resources or something.
- I'm quite sure I've read somewhere there if the resolution of an element in your scene is a number that equally divides into its original resolution, you'll see a reduction in blocking and other artifacting; for example, 1440p gameplay source which is resized to 720p. I'm going to be playing at 1440p soon.
- I kinda like stream layouts like this that don't obsure the game itself and instead use the extra screen real estate for camera, chat, links, other information and it's what I think I'd go for (the layout isn't me; if you're curious the streamer is called Clemps).
With all that in mind I kind of had the idea to run a stream at 900p, with my 1440p game footage taking up 720p of the screen so (theoretically) it would downscale evenly, and the remainder of the screen gets used for camera, chat, other elements with minimal blocking of the game itself.
So uh...there's got to be some gaping hole in this plan, right, something absolutely crucial I've overlooked? Difficulties with having a 1080p canvas that gets scaled to a 900p output? Maybe the 'downscaling a source to half of its original input reduces blocking' is entirely incorrect, or only works if it takes up an entire 720p canvas?
See what I mean with 'niche scenario that I probably misunderstand in some way or another'? I'd love to just have this spelled out by people who are more experienced with OBS than I am.
- As far as I know, it's recommended that your base / canvas be the same resolution as your main monitor, though this might be outdated. If I recall correctly it's just more efficient on GPU resources or something.
- I'm quite sure I've read somewhere there if the resolution of an element in your scene is a number that equally divides into its original resolution, you'll see a reduction in blocking and other artifacting; for example, 1440p gameplay source which is resized to 720p. I'm going to be playing at 1440p soon.
- I kinda like stream layouts like this that don't obsure the game itself and instead use the extra screen real estate for camera, chat, links, other information and it's what I think I'd go for (the layout isn't me; if you're curious the streamer is called Clemps).
With all that in mind I kind of had the idea to run a stream at 900p, with my 1440p game footage taking up 720p of the screen so (theoretically) it would downscale evenly, and the remainder of the screen gets used for camera, chat, other elements with minimal blocking of the game itself.
So uh...there's got to be some gaping hole in this plan, right, something absolutely crucial I've overlooked? Difficulties with having a 1080p canvas that gets scaled to a 900p output? Maybe the 'downscaling a source to half of its original input reduces blocking' is entirely incorrect, or only works if it takes up an entire 720p canvas?
See what I mean with 'niche scenario that I probably misunderstand in some way or another'? I'd love to just have this spelled out by people who are more experienced with OBS than I am.