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.
That's totally fair, though IMO that undermines the weight that something bearing the title of "manifesto" should probably carry. Visual fidelity and performance usually involve tradeoffs with limited resources, after all, and it seems reasonable to say that you should at least initially plan to target 60 FPS, to use either native resolution or integer scaling, and to render all your stuff in one frame, only allowing one of those things to slip if you need to do it to hit a release date. Don't soften your thoughts where you don't have to.
I agree with that as well, though the question I was posing was more about targeting 30 FPS from the start because you "know" that the hardware can't keep up with 60, which does seem to be a bad thing to do according to this manifesto. (And also, I might aside that really the best choice you have is to abstain from announcing a release date for your game at all until your game has fully gone gold, though I recognize that's not always possible if the game is annualized, or attached to a franchise with other media that all has to release at the same time).
I haven't - I was just posing a hypothetical (the other two being "the devs should have given their games more time in the oven" or "the Switch itself should have had more time in the oven to more readily compete with the PS4 and Xbox One"). Though that may well be true for some games - most of the Pokemon releases on Switch are poorly optimized, for instance, and fans have been calling for deannualization of the franchise for years now in order to give these titles the time they deserve (deannualization that would have led to some games not being released yet, or not being released at all, in this timeline).
I agree, though there is the issue of competition - the Switch is able to easily compete with mobile phones and stuff like the PS Vita in terms of performance, but when connected to a TV or monitor, it has to compete with the Playstation, Xbox, or PC, where it finds itself at a disadvantage. This manifesto would suggest that devs should have focused less on what the Switch's competitors could do and focused more on making a fluid, well-rendered experience for the games they were releasing. (Either that, or that the Switch, being a mobile console that could take a permanent fixture by a TV, was a poorly conceived product and should have either stayed out of the TV space or should have made itself more powerful in order to compete properly and support 60 FPS and fixed resolution in more games.)
Apologies. I mainly just brought that up to make a point that these sorts of decisions can lead to real, tangible financial losses that might not be worth the money being saved, but we don't have to dwell on that too long.