Output resolution (2048x1152, 2560x1440, 3840x2160) and a full-size 3D at 4K #849
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MagicBeanDev/Hookshot!849
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Delete branch "output-res"
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Output resolution
The game's whole frame can be 2048x1152 (the game's default), 2560x1440 or 3840x2160. The game lays out its HUD and its render targets for that size, and the window shows it scaled to the window's size. Docked only; applies after a restart.
Full-size 3D at 3840x2160
The game keeps its render targets in one 305 MB GPU pool sized for 2560x1440, so a 3840x2160 3D (Resolution 100% at the 4K output) would run out of it and the game would crash as gameplay begins. The pool grows with the output's pixels (687 MB at 4K). The "Graphics" module heap that holds the pool grows with it, its budget check counts the shipped use, and the leftover heap carved from it keeps its shipped size. At 2048x1152 and 2560x1440 nothing changes.
Resolution row
A fixed Resolution now reaches the 3D (the fixed path used to keep the dynamic path's last scale). The row shows the 3D's size for the chosen output, in the twelfths the game really draws at, and follows the Output resolution row as soon as it changes.
Menu rows (Graphics tab)
With Ultrawide on, the wider picture is made at the chosen output's height.
Overrides:
HOS_OUTPUT_RES=0/1/2,HOS_RT_POOL_MB=<MB>; tests:HOS_RES_LOG=1,RX_VK_SHOT_W/H,RX_VK_MENU_SCRIPT,RX_VK_MENU_DUMP.Tested
On an RTX 5090 (Windows 11): the same 140-second gameplay route at each output with Resolution 100%. No crash and no device lost in any run.
hookshot_vk.dllbuilds with the llvm-mingw version CI uses (20261104), and the touched files pass a Linux syntax check.Thanks!