Dynamic res is quite cool actually imo. I wish more games would use this to stabilize the framerate.
I just wonder about all other parts of the game engine. We often hear that the cpu is a severe bottleneck for 60hz and stuff like AI, physics etc etc....is it also possible to have a dynamic scaling in the complexity of those other game engine parts?
E.g. The more AI simultaneously on screen, the less complex the individual AI is?
Or the frequency of the physics update is scaleable?
The cloud as a veriable resource?
Could you look to otherwise gpu offload some tasks? If the cpu is failing to make the target time reduce the res to free up some gpu and try to compute your way to a stable frame rate? Not all tasks will work this way or be efficient but that time budget needs to be met for stable frame rates and i assume resolution is the easiest sacrifice.