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I’m wondering if lossless scaling is possible for every screen
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RainyRizzle.
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January 16, 2026 at 7:24 am #1558
DryreL
Hello RainyRizzle,
I’d like to ask you about something I’m curious about.
Let’s say I animated a project in AnyPortrait at 1280×720 resolution.The game was released, and 5-10 years passed. Now, our monitors are (exaggerating) 16K by default. When we play the game full screen, how will the animation designed at 1280×720 look at 16K resolution? Will there be loss of resolution (blurry) during scaling, or will it be crisp and clear?
What I want to know is, is lossless automatic scaling like with SVG possible? Because we use fixed pixels, which makes me doubt that games developed in this way will become outdated in the future.
If you want to make a comparison,
Flash games developed 20 years ago can still be played today without loss of resolution. I’m aiming for something similar.Best regards,
January 16, 2026 at 8:13 am #1559
RainyRizzle
Hi!
Resolution support is a general topic that applies not only to AnyPortrait, but also to Unity and various game engines.
While our answer focuses on AnyPortrait, you may find more detailed information in various forums.Although AnyPortrait is described as a 2D animation tool, it’s actually a 3D animation tool within a 2D coordinate system.
This is because characters created with AnyPortrait consist of “2D textures” and “3D meshes.”
Here, “2D textures” are closely related to screen resolution.
On higher-resolution screens, the resolution of 2D textures will need to be increased.
However, “3D meshes” are not significantly affected by screen resolution.
Unless the number of vertices is too small, you don’t need to modify the 3D mesh depending on the resolution.This means that supporting large screen resolutions in AnyPortrait and typical 3D game engines doesn’t necessarily require modifying animation or model data; simply replacing the 2D textures used is sufficient.
Since AnyPortrait also has a texture replacement feature, screen resolution won’t be a critical issue.Flash is a “vector” format, which seems like a good approach at first glance because it’s independent of screen resolution.
However, vectors have many limitations in their expressive capabilities and, in some cases, can lead to excessively large data sizes.
Therefore, 3D engines don’t favor this format, except for fonts and some UI elements.Of course, resolution issues are a critical issue for “Sprite Animations” (aka Flipbook Animations), as each frame must be redrawn.
This would certainly be a problem if AnyPortrait had been used as a sprite animation, but since this isn’t the recommended usage for this tool, it likely won’t be a major issue for most cases.In 3D engines like Unity and AnyPortrait, resolution issues can be resolved by replacing the “Textures” used as resources with higher-resolution ones.
Of course, upscaling textures is not an easy task.
It requires a graphic artist to redraw the character images or use a graphics program.
Using recently introduced technologies like FSR and DLSS could also be a good approach.To summarize, AnyPortrait’s resolution issues are addressed in the same way as those in Unity.
Therefore, if you utilize various Unity techniques for handling high resolutions in your AnyPortrait works, there won’t be any major issues without adopting vector format.You can find information about upscaling on various game development forums.
Thank you. -
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