{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,5]],"date-time":"2026-03-05T03:31:51Z","timestamp":1772681511764,"version":"3.50.1"},"reference-count":29,"publisher":"MDPI AG","issue":"9","license":[{"start":{"date-parts":[[2025,9,12]],"date-time":"2025-09-12T00:00:00Z","timestamp":1757635200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Computers"],"abstract":"<jats:p>This paper tackles a significant problem in gaming graphics: balancing visual fidelity with performance in real time. The article introduces CPOY SR (Continuous Procedural Output Yielder for Scaling Resolution), a dynamic resolution scaling algorithm designed to enhance both performance and visual quality in real-time gaming. Unlike traditional supersampling and anti-aliasing techniques that suffer from fixed settings and hardware limitations, CPOY SR adapts resolution during gameplay based on system resources and user activity. The method is implemented and tested in an actual game project, not just theoretically proposed. The proposed method overcomes these by adjusting resolution dynamically during gameplay. One strong feature is that it works across diverse systems, from low-end laptops to high-end machines. The algorithm utilizes mathematical constraints like Mathf.Clamp to ensure numerical robustness during scaling and avoids manual reconfiguration. Testing was carried out across multiple hardware configurations and resolutions (up to 8K); the approach demonstrated consistent visual fidelity with optimized performance. The research integrates visual rendering, resolution scaling, and anti-aliasing techniques, offering a scalable solution for immersive gameplay. This article outlines the key components and development phases that contribute to the creation of this engaging and visually impressive gaming experience project.<\/jats:p>","DOI":"10.3390\/computers14090383","type":"journal-article","created":{"date-parts":[[2025,9,12]],"date-time":"2025-09-12T12:08:16Z","timestamp":1757678896000},"page":"383","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":2,"title":["Supersampling in Render CPOY: Total Annihilation"],"prefix":"10.3390","volume":"14","author":[{"ORCID":"https:\/\/orcid.org\/0009-0007-9109-7950","authenticated-orcid":false,"given":"Grigorie Dennis","family":"Sergiu","sequence":"first","affiliation":[{"name":"Department of Electrical and Power Engineering, Polytechnic University of Timisoara, 300223 Timi\u0219oara, Romania"}]},{"given":"Stanciu Ion","family":"Rares","sequence":"additional","affiliation":[{"name":"Department of Electrical and Power Engineering, Polytechnic University of Timisoara, 300223 Timi\u0219oara, Romania"}]}],"member":"1968","published-online":{"date-parts":[[2025,9,12]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"5364","DOI":"10.1080\/10494820.2021.2006238","article-title":"Learning in immersed collaborative virtual environments: Design and implementation","volume":"31","author":"Tinga","year":"2023","journal-title":"Interact. 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