Just gone up, will add details.
Gravity Rush 2 PS4 Pro/PS4: Graphics Comparison + Frame-Rate Test
A lot of shared info between the two versions.
PlayStation 4
PlayStation 4 Pro
Was trying to find this article, it's another from Digital Foundry which has Mark Cerny talking about the process of Geometry Scaling and how it differs to Checkerboard Rendering.
Other stuff...
NeoGAF Threads
Gravity Rush 2 PS4 Pro/PS4: Graphics Comparison + Frame-Rate Test
A lot of shared info between the two versions.
PlayStation 4
- Native 1080p.
- Ever so slightly better shadows at certain distances, in comparison to PS4 Pro version.
- Almost constant 30fps. Significant boost in stability over demo version.
- As close to a locked 30fps as possible. Occasional frames dropped "in very select areas" due to combination of physics (objects) and alpha dust & smoke) transparencies. Happened once in five hours of gameplay. Sometimes better on PS4, other times better on PS4 Pro. Lots of stuff being thrown around so difficult to get like for like experience.
- Good quality object based motion blur, does well to hide very occasional frame drops.
- Beautiful game, looks really good in motion.
- Better controls than the first game.
- No noticeable performance or visual flaws.
- Very impressed with what the team has accomplished with the game, both versions.
PlayStation 4 Pro
- Native 2160p using geometry scaling. (See below for details. Geometry rendered at native 4K while artwork, effects, etc rendered at a lower resolution. Also clarified in this thread on page three.)
- Supersampling on 1080p Panels.
- Distant objects are easier to make out.
- Almost constant 30fps. Significant boost in stability over demo version.
- As close to a locked 30fps as possible. Occasional frames dropped "in very select areas" due to combination of physics (objects) and alpha dust & smoke) transparencies. Happened once in five hours of gameplay. Sometimes better on PS4, other times better on PS4 Pro. Loyts of stuff being thrown around so difficult to get like for like experience.
- Good quality object based motion blur, does well to hide very occasional frame drops.
- Beautiful game, looks really good in motion.
- Better controls than the first game.
- No noticeable performance or visual flaws.
- Very impressed with what the team has accomplished with the game, both versions.
Was trying to find this article, it's another from Digital Foundry which has Mark Cerny talking about the process of Geometry Scaling and how it differs to Checkerboard Rendering.
Mark Cerny said:Geometry rendering is a simpler form of ultra HD rendering that allows developers to create a 'pseudo-4K' image, in very basic terms. 1080p render targets are generated with depth values equivalent to a full 4K buffer, plus each pixel also has full ID buffer data - the end result is that via a post-process, a 1080p setup of these 'exotic' pixels can be extrapolated into a 4K image with support for alpha elements such as foliage and storm fences (albeit at an extra cost). On pixel-counting, it would resolve as native 4K image, with 'missing' data extrapolated out using colour propagation from data taken from the ID buffer. However, there is a profound limitation.
The pixel shader invocations don't change so texture resolution doesn't change and specular effects don't change. But it does improve image quality pretty dramatically.
Other stuff...
NeoGAF Threads