Hello,
I noticed an annoying bug for my workflow when using interactive rendering on the corona frame buffer.
I'm using 2x 4K monitors, and they are scaled to 150% on Windows, because if not, the texts, icons, etc. they are unreadable.
The problem here is that the maximum resolution for my frameBuffer when is maximized is influenced by that 150% scale, and that's a big mistake.
When my scale is 100%, the IR resolution of my frameBuffer when is maximized is 2187 x 1546, but when they are scaled to 150% (remember, they are only scaled on text, icos, etc.) my resolution drops to 1423 x 1006... And the big problem is when FB scales an "small img" and is trying to scale it to fit the 4K resolution. So it is like double error, cos I am not only loosing resolution, I'm losing definition too. And if you add the "noisy" component when it's in interactive rendering, the original problem is even bigger, because its feedback isn't proper when I'm trying to make subtle changes to the materials.
Could you make the interactive rendering of frameBuffer independent of %Scale resolution on Windows? Cos if not, is useless working on 4k monitor nowdays.