The goal of this manifesto is to provide an easy to follow and reasonable rules that realtime and video game renderers can follow.
These rules highly prioritize image clarity/stability and pleasant gameplay experience over photorealism and excess graphics fidelity.
Keep in mind that shipping a game has priority over everything else and it is allowed to break the rules of the manifesto when there are no other good options in order to ship the game.
Fractional upscaling makes the game look bad on most monitors, especially if the scale factor changes over time.
What is allowed:
- Rendering to an internal buffer at an integer scale factor followed by blit to native resolution with a point/nearest filtering.
- Integer scale factor that matches the monitor resolution exactly after upscaling.
- The scale factor should be fixed and determined by the quality preset in the settings.
What is not allowed:
- Adjusting the scale factor dynamically at runtime.
- Fractional scale factors.
- Any integer scale factor that doesn't exactly match the monitor/TV resolution after upscale.
- Rendering opaque and translucent objects at different resolutions.
Implementation recommendations:
- Rendering at lower resolution internally, but outputting to native.
- Render at lower resolution render target, then do integer upscale and postprocess at native resolution.
- Use letterboxing to work around weird resolutions.
Low refresh rates (under 60Hz) increase input latency and make the gameplay experience worse for the player.
What is allowed:
- In case of a high refresh rate monitors (90Hz, 120Hz, 244Hz etc) it is allowed to render at 60Hz.
- It is always allowed to render at the highest refresh rate the hardware supports, even if it's lower than 60Hz (for example incorrect cable/HW configuration or user explicitly configured power/battery saving settings).
- Offering alternative graphics presets to reach target refresh rate.
What is not allowed:
- Explicitly targeting 30Hz refresh rate during development.
- Using any kind of frame generation - it does not improve the input latency which is the whole point of having higher refresh rates.
Implementation recommendations:
- Decouple your game logic update from the rendering code.
- Use GPU-driven rendering to avoid CPU bottlenecks.
- Try to target native monitor refresh rate and use the allowed integer scaling to match it.
- Use vendor-specific low-latency input libraries.
If you cannot compute something in the duration of 1 frame then stop and rethink what you are doing.
You are making a game, make sure it looks great in motion first and foremost. Nobody cares how good your game looks on static screenshots.
In many cases bad TAA or unstable temporally amortized effects is an accessibility issue that can cause health issues for your players.
What is allowed:
- Ray tracing is allowed as long as the work is not distributed across multiple frames.
- Any king of lighting or volume integration is allowed as long as it can be computed or converged during 1 rendering frame.
- Variable rate shading is allowed as long as it does not change the shading rate based on the viewing angle and does not introduce aliasing.
What is not allowed:
- Reusing view-dependent computation results from previous frames.
- TAA, including AI-assisted TAA. It never looked good in motion, even with AI it breaks on translucent surfaces and particles.
- Trying to interpolate or denoise missing data in cases of disocclusion or fast camera movement.
Implementation recommendations:
- Prefilter your roughness textures with vMF filtering.
- Use AI-based tools to generate LOD and texture mipmaps.
- Use AI-based tools to assist with roughness texture prefiltering, take supersampled image as an input and train the AI to prefilter it to have less shader aliasing.
- Enforce consistent texel density in the art production pipeline.
- Enforce triangle density constraints in the art production pipeline.
How would we apply this manifesto to underpowered/mobile hardware? When I think about the first two points, I think about the Nintendo Switch, which made heavy uses of both dynamic resolution and 30 FPS targets (and even then aren't always successful at preventing stutter) in most of its first-party games.
The dynamic resolution thing feels like both a mix of trying to get detail where you can and abandon it when you can't, and making an effort to avoid exposing the user base to graphics settings. The latter feels like a social choice (for better or for worse), but I would hazard that the former should be solved with more careful attention to exactly which resources should be made cheaper.
As for 30 FPS, it seems like that could be a more fundamental choice depending on the expectations of the platform. 60 FPS has been possible and common since the beginning, of course, but many consoles have historically targeted 30, such as all of fifth-gen (N64, PSX, Saturn), and many mobile platforms have to render at 30 to approximate graphical parity with a console or PC port. Would we say that 30 FPS could be an acceptable choice for constrained systems like this, or is 60 FPS simply too important for user experience to accept anything less?
If neither of these things is acceptable, would we say that Switch game developers should have spent more time targeting 60 FPS without dynamic resolution for its titles, that some of the games that the Switch struggles to run simply should not have been made, or that the Switch should have been released with more powerful/expensive hardware that could more readily accommodate the games being written for it?
I think these things are definitely worth asking, because at least a few of the Switch's piracy losses were likely due to the fact that Yuzu could run Tears of the Kingdom at 4K/60 FPS, and that Yuzu was able to readily advertise that fact.