# Introduction to Dynamic Resolution

> Learn about how Dynamic Resolution scales down the resolution when the frame rate of the application decreases.

Dynamic resolution is a Camera setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. For example, you can gradually scale down the resolution to maintain a consistent frame rate. If scaled gradually, dynamic resolution can be almost unnoticeable.

## Render pipeline compatibility

> **Important:**
>
> The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
>
> It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
>
> For more information on migration, refer to [Migrating from the Built-In Render Pipeline to the Universal Render Pipeline](/engine/6000.6/manual/render-pipelines/universal-render-pipeline/introduction/installing-and-configuring-urp/upgrading-from-birp.md.md) and [Render pipeline feature comparison](/engine/6000.6/manual/render-pipelines/choose-a-render-pipeline/feature-comparison.md.md).

Dynamic resolution support depends on which [render pipeline](/engine/6000.6/manual/render-pipelines.md) your project uses.

| **Feature**            | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** | **Built-in Render Pipeline** |
| ---------------------- | ----------------------------------- | ------------------------------------------ | ---------------------------- |
| **Dynamic resolution** | Yes (1)                             | Yes (2)                                    | Yes (1)                      |

**Notes**:

1. The [Built-in Render Pipeline](/engine/6000.6/manual/render-pipelines/built-in-render-pipeline.md), and the [Universal Render Pipeline (URP)](/engine/6000.6/manual/render-pipelines/universal-render-pipeline.md) both support dynamic resolution as described in this document.
2. The [High Definition Render Pipeline (HDRP)](/engine/6000.6/manual/render-pipelines/high-definition-render-pipeline.md) supports dynamic resolution, but you enable and use it in a different way. For information on dynamic resolution in HDRP, see [Dynamic resoluton in HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/Dynamic-Resolution.html).

## Supported platforms

Unity supports dynamic resolution on iOS, macOS and tvOS (Metal only), Android (Vulkan only), Windows Standalone (DirectX 12 only), and UWP (DirectX 12 only).

## Impact on render targets

With dynamic resolution, Unity does not re-allocate render targets. Conceptually, Unity scales the render target; however, in reality, Unity uses aliasing, and the scaled-down render target only uses a small portion of the original render target. Unity allocates the render targets at their full resolution, and then the dynamic resolution system scales them down and back up again, using a portion of the original target instead of re-allocating a new target.

## Additional resources

* [FrameTimingManager API reference](/engine/6000.6/script-reference/unityengine/frametimingmanager.md)
* [FrameTimingManager User Manual documentation](/engine/6000.6/manual/analysis/graphics-performance-profiling/profile-rendering/frame-timing-manager/manager.md)
* [ScalableBufferManager API reference](/engine/6000.6/script-reference/unityengine/scalablebuffermanager.md)
* [RenderTexture API reference](/engine/6000.6/script-reference/unityengine/rendertexture.md)
