Silent_Buddha
Legend
Reduced framerate from target is a bug that has existed since the beginning of video games. Dynamic resolution is a recent implementation to address this bug. No developer purposefully implements dynamic framerate, unlike dynamic resolution. I don't think the two are really comparable.
Not a bug but a design compromise.
With fixed resolution if you are running locked X FPS, then you are not fully utilizing the system as load varies depending on scene. Basically any game running at fixed resolution AND fixed framerate isn't fully utilizing the system.
So, how often do you want to dip below the target framerate will determine how much more of the system resources you use more often. Anytime you are running less than target framerate, you'll be pushing the system harder (not 100% as limitations vary between CPU, GPU, memory bandwidth, etc.). But the more times you dip below target framerate, the less pleasant gameplay is and the less pleasant your graphics presentation.
Dynamic resolution attempts to more fully leverage system resources while at the same time preserving consistent framerate. It is, IMO, the far more elegant choice.
In a heated battle where framerate or resolution is most likely to drop, I am DEFINITELY going to notice a frame drop, but I probably won't notice a resolution decrease.
Regards,
SB