Caayn
Member
The bottom line is that native 4K output may be preferable in terms of pristine crispness, but often, when we carry out our pixel counts, PS4 Pro's 'Faux K' upscaling and checkerboarding techniques look much better on our 4K screens than the numbers would suggest. And for the PC, tapping into this can be problematic: beyond full HD support, many UHD TVs only accept 1440p and full 2160p output, when our tests suggest that 1800p rendering is a good target for mainstream GPUs like the GTX 1060.
With the GTX 1060, we could take a title like CD Projekt RED's The Witcher 3 and run it well above 30fps on ultra-level settings (performance-killing HairWorks disabled, of course), but quality tweaks could potentially bring this title to a native 4K30. It's an interesting game to test the GPU scaler with, owing to its high detail, high contrast artwork and its less advanced anti-aliasing (it looks like FXAA or a custom off-shoot of it). Of course, being a straight upscale, the result is soft, but again, the impact is less pronounced in motion on an actual 4K screen owing to the combination of extreme pixel density and sample and hold. The performance win is substantial though - dropping from 4K to 1800p saw frame-rates rise by around 40 per cent.
The GTX 1060 is more capable than the PS4 Pro's GPU, and we're able to use similar upscaling techniques to achieve improved results. We're also able to take advantage of the platform's inherent scalability on the existing library of titles. There is no PS4 Pro patch for The Witcher 3, whereas the PC version scales up to 4K and beyond. However, there are two further crucial techniques we've seen on PS4 Pro where adoption on PC is spotty to say the least: dynamic resolution scaling and checkerboarding.
There's only spotty checkerboarding support in PC titles, but Watch Dogs 2's so-called temporal filtering is a great example. Ubisoft's work in this area has been exceptional, and while the performance increase isn't quite in line with console implementations, our tests show a clear 35 per cent uplift with only a minor visual impact. For our PC tests, we followed Pro's example, using the game's internal scaler to target 1800p with temporal filtering also enabled.
Article: http://www.eurogamer.net/articles/digitalfoundry-2017-4k-gaming-what-can-pc-learn-from-ps4-proSo what's the takeaway here? The fact is that PC gaming still has a lot to learn from the consoles, and PS4 Pro in particular, when it comes to addressing a 4K screen. For a start, there's the whole concept of 'bang for the buck'. We're perhaps too wedded to the idea of global presets in PC game settings - if everything isn't ramped up to ultra, there's the feeling that somehow, we're losing out on the complete experience when the reality is much more about diminishing returns. Console titles only rarely offer a visual feature set that's a match for a particular PC preset, often employing a mixture of low, medium and high settings from the menu available. Sometimes, PC can offer dramatic improvements at ultra - Battlefield 1's terrain quality is vastly improved over consoles, for example - but often, you don't need to have everything ramped up to the max to have a beautiful presentation on a 4K screen. With that said, some settings maxed won't bother your GPU regardless of resolution - it really is best to experiment.
Video: https://www.youtube.com/watch?v=wSpHONwyBqg