Even if you set the Xbox Series X or S resolution to 1080p, the internal resolution of Minecraft is set to 4K (3840x2160). This causes unnecessary performance loss for people who don’t want to play in 4K. Vibrant Visuals has a resolution slider, but it then gets upscaled up to 4K, resulting in a blurry image if TAAU is used or a smudged image if bilinear upscaling is used, because antialiasing is absent
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This is working as intended, see MCPE-177970.
This is not supposed to be working this way, at least if the game has performance and optimization on current-gen in mind. Why wouldn’t the game adapt to the screen’s resolution? If for me seeing in 1080p and 4K makes literally no difference because I have a 1080p monitor, why am I forced to choose the most demanding option without giving up on anti-aliasing or sharpening because of upscaling? 4K should be the maximum resolution the user is able to play, not the target resolution that the user must choose without any other option.
Besides, even if it was actually working as intended, then why the resolution properly adapts on Windows and Android platforms? It’s most likely a bug.
I second this!