Automatically changes internal resolution to protect a target frame rate.
FPS
High
Visual
Medium
VRAM
Very low
CPU
Very low
Latency
None
What it does
Automatically changes internal resolution to protect a target frame rate. It reacts to load instead of using one fixed render scale.
Games may also call it: Dynamic Resolution Scaling, DRS, Adaptive Resolution
Decision guide
Lower it when
Lower it when the GPU is near full load and the game cannot hold the target frame rate.
Keep it high when
Keep it higher when the effect supports the art direction and performance remains stable.
Handheld advice
On handhelds, reduce this one step at a time and retest at the same TDP, resolution and upscaling mode.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
It reacts to load instead of using one fixed render scale. This score is an editorial cross-game estimate, not a measured result for every engine.