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Digital Foundry: Hands-on with 4k60fps Mantis Burn Racing on PS4 Pro

J-Skee

Member
If I have a 4K TV, but put the resolution of the Pro down to 1080p on the Pro, will I get the super sampling?

Also, Sony really needs to advertise what it can do for 1080p sets. I know they want to push 4K, but the messaging is messed up because of it.
 
I don't think some will be satisfied until there's an asterisk next to native 4k Pro games

*Not AAA enough
*Character models knees are too sharp
 
If I have a 4K TV, but put the resolution of the Pro down to 1080p on the Pro, will I get the super sampling?

Also, Sony really needs to advertise what it can do for 1080p sets. I know they want to push 4K, but the messaging is messed up because of it.

You would get a 4k image shrunk to 1080 then blown back up to 4k and it would look horrible. Super sampling is a good improvement over 1080 native, but not over 4k native.
 

Metfanant

Member
If I have a 4K TV, but put the resolution of the Pro down to 1080p on the Pro, will I get the super sampling?

Also, Sony really needs to advertise what it can do for 1080p sets. I know they want to push 4K, but the messaging is messed up because of it.

Why would you want to do that?...as for Sony's messaging for 1080p sets...I'm not really sure why people are confused. There really isn't anything for Sony to advertise because it's up to developers how they handle their game...

If a dev wants to stick to 1080p and crank the visuals up then they can do so...if they want to go for 4k they can do so...and they can do anything between those options..

I don't think some will be satisfied until there's an asterisk next to native 4k Pro games

*Not AAA enough
*Character models knees are too sharp

I'm not sure I really understand your crusade here


Mantis Burn Racing?? are these articles paid by Sony or what?
what part of the article or video even begins to make you think that?
 
Hey, to each their own.


There are plenty of indie games I would call impressive looking. Redout, Everspace, Wreckfest... but really, Mantis Burn Racing is a simple looking game. The cars aren't details, the models are basic, the textures are simple... it's a fine looking game with some charm, but that's about it.
 
There are plenty of indie games I would call impressive looking. Redout, Everspace, Wreckfest... but really, Mantis Burn Racing is a simple looking game. The cars aren't details, the models are basic, the textures are simple... it's a fine looking game with some charm, but that's about it.

I perceive it as a good-looking and fun little game. Nobodies opinion is going to change mine and I think the environment looks good. Let's just all be happy that Indie developers are making good use of the PS4 Pro's power.
 

J-Skee

Member
You would get a 4k image shrunk to 1080 then blown back up to 4k and it would look horrible. Super sampling is a good improvement over 1080 native, but not over 4k native.

Then it's a shame there are no 1080p sets with HDR. I'll stick with my crappy Apex for now.

Why would you want to do that?...as for Sony's messaging for 1080p sets...I'm not really sure why people are confused. There really isn't anything for Sony to advertise because it's up to developers how they handle their game...

If a dev wants to stick to 1080p and crank the visuals up then they can do so...if they want to go for 4k they can do so...and they can do anything between those options..

Yes, I personally understand all of that. But a lot of people who aren't as informed do not know better. They think it's only for 4K.
 

Trago

Member
Those Digital Foundry comment sections are really something.

Simple looking indie titles running at native 4K is a reasonable expectation. If I was on consoles only, I'd be excited for other indie titles potentially being native 4K.

Makes me wonder if previously released indie titles will get a Pro patch.
 

onQ123

Member
Back to this half-precision stuff:



Neo will perform almost as if it was 8.4TF when you use FP16 & fit 2 16-bit instructions into FP32.

but because the FP16 is actually compressed from what would have probably been a 32-bit instruction it will actually be performing what seems like close to 8.4TF of FP32.



I'm aware that y'all think I'm crazy but watch this 4.2TF console do 4K when devs use FP16.


Who doubted me?
 

mario_O

Member
what part of the article or video even begins to make you think that?

Was being sarcastic. It just seems strange that such a low-profile indie game would get a whole article and an in-deph 10 minute video, because it's native 4k.
 


This game runs at 4k because of some secret sauce ?

Here's your secret FP16 8.4Tflops sauce:

jpg


A simple looking game. There's no mystery on how it works: Not too demanding games will run at 4k on PS4 Pro. More demanding games will have to drop resolution a little bit. That's how things works since decades. The more informations a game display, the more demanding it is to display it at this many pixels.
 

hey_it's_that_dog

benevolent sexism
Simple doesn't equal less impressive haha

Abzu could be considered simple on PS4 but damn if it's not super graphically impressive due to hundreds of fish in screen on screen among other graphical stuff.

HumpbackWhale.jpg
I wouldn't consider Abzu simple for precisely the reason you stated so I don't see that as an argument against my point.

Are you nitpicking the fact that I said "graphics" rather than " geometry and textures" or the more encompassing "visuals"?

In a fixed spec, when you turn up resolution you have to turn down other aspects of graphics. From that it can be derived that it is less impressive for a visually simple game to render at a higher resolution. I don't see how this can be a controversial statement.

I'm not even trying to shit on this game. It looks fun and has a pleasing visual style, but I'm not impressed it can be rendered at 4K.
 

Metfanant

Member
Was being sarcastic. It just seems strange that such a low-profile indie game would get a whole article and an in-deph 10 minute video, because it's native 4k.

It's not strange at all...it's the first and only new game we really have proof of running on a console at native 4k/60...

That's news worthy
 
I still remember that one interview with the developers of Trine 2 that claimed they could run the game at 4K on the original hardware. It doesn't surprise me that a top down racing game could run at 4K, but it's good to see the developers putting in the work for it. The prospect of playing indie and lower scope games at native 4K is pretty damn impressive for $400.
 

Vuze

Member
Those Digital Foundry comment sections are really something.

Simple looking indie titles running at native 4K is a reasonable expectation. If I was on consoles only, I'd be excited for other indie titles potentially being native 4K.

Makes me wonder if previously released indie titles will get a Pro patch.
Yeah, might be a good way to gather some spotlight.

Also I wonder if "Remasters" will get an other "remastered" version for Pro. Considering my 970 could play Remember Me at native 4k60 two years ago, I imagine that a lot of PS3/360 gen titles could be played at that quality too (CPU bottlenecked games excluded). Definitely more attractive from a visual point of view than this racer atleast.
But considering it struggles to maintain 60fps even at what's offered... I'm a bit confused as to where the problem lies (haven't watched the whole video yet).
 

Trago

Member
Yeah, might be a good way to gather some spotlight.

Also I wonder if "Remasters" will get an other "remastered" version for Pro. Considering my 970 could play Remember Me at native 4k60 two years ago, I imagine that a lot of PS3/360 gen titles could be played at that quality too (CPU bottlenecked games excluded). Definitely more attractive from a visual point of view than this racer atleast.
But considering it struggles to maintain 60fps even at what's offered... I'm a bit confused as to where the problem lies (haven't watched the whole video yet).

4K remasters of last gen first party games would be perfect.
 

Planet

Member
The Last of Us is a PS3 game. The Last of Us: Remastered, however, is not. The PS3 version is vastly inferior in many aspects besides just resolution. Anyone ignoring this is IMHO disqualifying himself from technical discussions.

That said, it is nice but no wonder the PS4 Pro can achieve native 4K with double the power and half the framerate.
 

Hexa

Member
What's not how FP work?

Compressing FPs doesn't increase operations as measuring flops is defined. As was discussed later in the thread, it was probably done to store more in the cache to decrease bus usage, which is a nice idea, but doesn't change the flop count. Actually, it uses up some of its op capability because the GPU and bus are so imbalanced and it needs all the help it can get. It may result in halfing how long certain tasks take, but it isn't actually increasing the flips. Just lessening the bus bottleneck.

There's no one magic bullet, one 'secret sauce ' to the Pro it seems. Based on what developers are saying, there seem to be a large number of techniques for Smart use of hardware that aren't major alone but maybe have a major impact together? Really looking forward to Cerny's presentation.
 

AmyS

Member
Nice!

This game reminds me of Thrash Rally and Neo Drift Out: New Technology for NEO GEO / arcade and R.C. Pro-Am on the NES.
 

Trago

Member
Seems unlikely that it will happen. I'm sure Sony would have announced 4K support for the Uncharted collection if so.

And yet The Last of Us gets one. I've been calling for remasters of first party games anyway, but 4K remasters would be even better.

Folklore, Killzone2 and 3, Infamous, etc. Those games don't have to be stuck on PS3.
 

JP

Member
It's really good to see these types of games are making a little bit of a comeback at the moment. I hope it ends up being as much fun as it looks.
Mantis Burn Racing?? are these articles paid by Sony or what?
Dear me, what the hell is it with threads like this these now? Digital Foundry do an amazing job and you don't have to enjoy them yourself but there's absolutely no sense in your comment at all. None, it's akin to auto generated junk mail.
 
Game seens really fun, I can see it being a blast online.

Now, on the 4K part. It's a fowards renderer game with pre baked lighting and shadows. Not to diss the devs, but it does make the rendering bugdet way lower. Save for the DoF and the smoke, it seems like a game even mobile hardware has no problem pushing a higher res.

But one thing got me curious, I don't have a 4k screen, but on my Tv the game looked blurrier on the Pro compared to Pc, I wonder why is that, different encoders?
 

onQ123

Member
Compressing FPs doesn't increase operations as measuring flops is defined. As was discussed later in the thread, it was probably done to store more in the cache to decrease bus usage, which is a nice idea, but doesn't change the flop count. Actually, it uses up some of its op capability because the GPU and bus are so imbalanced and it needs all the help it can get. It may result in halfing how long certain tasks take, but it isn't actually increasing the flips. Just lessening the bus bottleneck.

There's no one magic bullet, one 'secret sauce ' to the Pro it seems. Based on what developers are saying, there seem to be a large number of techniques for Smart use of hardware that aren't major alone but maybe have a major impact together? Really looking forward to Cerny's presentation.

That's not for increasing the flop count it's for using 16bit when you might have used 32bit before the flop increase come from using two FP16 operations instead of one FP16 or one FP32 per cycle.
 

onQ123

Member
Brah look at the damn game before formulating nonsense.

What none sense?

What I been telling people is right there in plain words

http://www.eurogamer.net/articles/digitalfoundry-2016-hands-on-with-mantis-burn-racing-on-ps4-pro

we already knew that the Pro graphics core implements a range of new instructions - it was part of the initial leak - but we didn't really know exactly what they could actually do. As we understand it, with the new enhancements, it's possible to complete two 16-bit floating point operations in the time taken to complete one on the base PS4 hardware. The end result from the new Radeon technology is the additional throughput required to making Mantis Burn Racing hit its 4K performance target, though significant shader optimisation was required on the part of the developer.

In short, there's more to PS4 Pro's enhancements than teraflop comparisons suggest - and we understand that there are more 'secret sauce' features still to be revealed. At the PlayStation Meeting, Sony staff told me that the enhancements made to the core hardware go beyond the checkerboard upscaling technology, and the new instructions certainly support Mark Cerny's assertion that the PS4 Pro possesses graphics features not found in AMD's current Polaris line of GPUs. Interesting stuff, and we look forward to learning more.
 

onQ123

Member
They won't acknowledge any of that because it isn't in favour of their agendas.

Kudos to you for this. Everyone mocked you, even some respected PC high minds IIRC.

I explained it so simple but they are stuck in the old ways.

Some people can only be taught & can't think on their own but they will be back after someone teach them about it trying to be experts again.
 
They won't acknowledge any of that because it isn't in favour of their agendas.

Kudos to you for this. Everyone mocked you, even some respected PC high minds IIRC.


Or maybe people wont acknowledge this because it's plenty wrong ? There's no magic sauce, wizard sauce or hidden dGPGPU. Simple looking game run easier at higher res. Plain and simple. You guys are overreading things on DF speculation.


I explained it so simple but they are stuck in the old ways.

Some people can only be taught & can't think on their own but they will be back after someone teach them about it trying to be experts again.


Alright, let's sum up your post: You claimed it will perform like a 8.2Tflops GPU when people combine FP16 and FP32.

You then claim it'll do native 4k (eh, I thought checkerboard rendering was the same according to you, now it's not ? :") ) thanks to this.

And now your exemple for being right is this game.

Now let's compare facts to your claim:
-It's a simple looking game running at 4k.
-It performs nearly the same on a downclocked to PS4Pro levels RX 480. It's outperformed by RX 480 at base clock, so less than 6tflops.

So either this game makes extensive use of FP16, which is the sole reason why it runs at 4k (I think it's more related to the fact that it looks like an early PS3 game but whatever). Why is it running worse than Rx480, a 6Tflops part ? What happened to your 8.4Tflops performing theory ?

Either this game doesn't... And the sane explanation is that the game is simple looking, hence why it runs at 4K/60fps on PS4 Pro and RX480.

As for me... The latter seems more likely than the former. In any case, you weren't right at all.
 
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