Should Naughty Dog adopt Halo 5’s dynamic resolution for Uncharted 4’s Multiplayer?

uncharted4-thiefsend-pgw-mp (6)

Earlier this year, during Paris Games Week, Naughty Dog revealed that Uncharted 4: A Thief’s End’s multiplayer would run at a resolution of 900p (1600 x 900) in order to accommodate a frame rate of 60 frames per second. This wouldn’t be the developer’s first attempt at a 60 frames per second console game, as The Last of Us Remastered also targeted the same refresh rate. However, the resulting experience in the case of the remaster wasn’t quite as consistent as one would’ve hoped.

uncharted4-thiefsend-pgw-mp (13)

Uncharted 4: A Thief’s End’s latest multiplayer showing at the Paris Games Week show floor revealed that, while the 60 frames per second target is largely met, there are occasional hitches that see the frame rate drop below the 50 fps mark during instances that stress the game engine. As far as competitive multiplayer games are concerned, such instances can have a detrimental effect on gameplay. There are only a couple of months to go until the game’s release, so it remains to be seen if the multiplayer performance can remain stable during its mayhem-filled moments in the final build.

The dynamic resolution system employed in Halo 5 Guardians alters the horizontal and vertical resolutions independently and allows the engine to maintain 60 frames per second at all times when the game engine is under heavy load. It presents us with a feasible and practical solution for performance in multiplayer games on consoles.


The argument here is that frame rate should hold precedence over resolution during action packed multiplayer moments that stress the game engine, such as an intense fire fight breaking out against several on-screen opponents.

Meanwhile, in instances where the engine can push a frame rate above the required threshold of 60 frames per second, the spare hardware resources could be used to boost the game’s resolution. In Uncharted 4’s case, the game wouldn’t have to stay at 900p at all times, and would instead push as many pixels as the the hardware can afford within its fixed performance budget.

uncharted4-thiefsend-pgw-mp (11)

From the looks of it, it seems like a dynamic resolution system would benefit Uncharted 4: A Thief’s End’s multiplayer both in terms of performance and image quality. However, it remains to be seen whether Naughty Dog will consider it as a viable option prior to the game’s launch in March 18 next year exclusively for the PS4.

What’s your take on the use of a dynamic resolution system in order to ensure a consistent 60 frames per second in console multiplayer games? Would you prefer Uncharted 4: A Thief’s End to run at a dynamic resolution in its multiplayer mode? Share your thoughts with us in the comments below.

  • Barrie Wilson

    Id rather have a consistent and smooth fps than it lagging everywhere and anywhere. 900p solid is better than a broken 1080p any day,

  • XbotMK1

    Many gaming journalists seem to be blind sheep who just read and follow the popular consensus from comment sections about framerate.

    Both framerate and resolution effect gameplay. Both can be distracting. The importance of framerate is highly exaggerated. This notion that multiplayer games must be 60 fps “locked” at all costs is total nonsense. The effect from framerate is mostly visual in nature just like resolution. A temporary framerate drop from 60 to 50 isn’t going to hinder your ability or skill at the game and having 900p isn’t the end of the world either.

    We will have to wait and see how the multiplayer performs during the beta before judging resolution and framerates.

    • Joe Cimmarrusti

      I agree that going from 60 – 50 fps is not that big of a deal, but there are games that will go from 60 to 25 fps depending what’s going on. CPU’s are still important for setting up the scene for gpu’s and both the PS4 and Xbox One have low end CPU’s…they are actually low powered laptop varieties…also, multi cpu use in games is still very limited and inefficient…so, the interim fix could be a game engine that drops resolution during hard times on the cpu/gpu until developers can modify and create more efficient engines that properly utilize the hardware to proper potentials. After all, PC’s for years now have been like owning Ferrari’s, but driving them like Smart cars.


  • CJ

    Do you guys read before you write? Can you actually read what you write? Lol.

  • andy

    No. Should they half the resolution of animations when people are 5ft ahead of you also? God no. Hell, should they make it NOT look next gen in the slightest? Does that need an answer?.

  • Orion Pax