It isn't native 4k but it use the checkboard rendering to reach this goal, it use lower res sample to reconstruct the 4k output.Can someone put in simple words how it is possible to have 3840x2160 in this demo but also using checkerboard rendering?
As I understand it, checkboard is used when no real 4K is used. Does this means that the demo is 4K but dynamic? I mean, it targets 4K but sometimes (in the most demanding bits) it lowers the reder output and uses checkboarding?
For a game more than a year ahead of us: this looks impressive as hell
I for one welcome our new uprendering overlords.
When using checkerboard rendering it renders half the pixels in the frame based on new data. The value of the other half is determined based on the already rendered pixels and data from the previous frames.Can someone put in simple words how it is possible to have 3840x2160 in this demo but also using checkerboard rendering?
As I understand it, checkboard is used when no real 4K is used. Does this means that the demo is 4K but dynamic? I mean, it targets 4K but sometimes (in the most demanding bits) it lowers the reder output and uses checkboarding?
For a game more than a year ahead of us: this looks impressive as hell
It's amazing how stubborn he is. It's best to ignore him. He's already been banned a few times for his antics.I think you're the only one who called it "uprendering."
There's that checkerboard word again. Phil's downtalk of the PS4 Pro continues to be funny.
i think it's safe to say phil should be easing off on the native 4k talk from now on.
Can someone put in simple words how it is possible to have 3840x2160 in this demo but also using checkerboard rendering?
Checkerboard rendering can be explained by these simple words: crazy graphics magic wrought by genius wizards.
Can someone put in simple words how it is possible to have 3840x2160 in this demo but also using checkerboard rendering?
As I understand it, checkboard is used when no real 4K is used. Does this means that the demo is 4K but dynamic? I mean, it targets 4K but sometimes (in the most demanding bits) it lowers the reder output and uses checkboarding?
For a game more than a year ahead of us: this looks impressive as hell
Thanks for the clarification. Whatever is uses, If the maintain the level of detail upon release, it's going to be (already is) a real looker regardlessIt isn't native 4k but it use the checkboard rendering to reach this goal, it use lower res sample to reconstruct the 4k output.
I'll be happy if the game looks like this on PC and X1X. I'm really interested in how the game will end up looking on regular xbox one and ps4, it could end up being a huge difference.
The opening cutscene looks to be of higher visual quality than the rest of the demo, primarily in terms of lighting (most apparent when you compare it to the cutscene where your character is walking out and looking at the wilderness just before gameplay).
Maybe that cutscene is using superior assets or perhaps even it's pretty rendered (seeing how its first person so doesn't really needs to show the custom player character)?
I think you're the only one who called it "uprendering."
It's the smart choice. I was worried MS would push too hard for 'true' 4k. Checkerboarding is an efficient use of the available power to provide great image quality and leave enough performance to add more detail and effects to the scene
Complete nonsense ! And yet you'll find comments like these in every new unreleased game DF analyses. Digitalfoundry is primarily a tech department, comparison is part of it but it's not the only reason they exist.They analyzed the video of an alpha game?
Amazing
And you people keep singing the same victory song. Give it a rest.
Yeah but sometimes what you find out is that the game demo is actually running on a PC with comparable specs (like Metro was). For Anthem, it's actually on the One X.during the E3 trailer you could see "pre alpha" right there
Complete nonsense ! And yet you'll find comments like these in every new unreleased game DF analyses. Digitalfoundry is primarily a tech department, comparison is part of it but it's not the only reason they exist.
There is absolutely NOTHING wrong in looking and analysing footage of a new game, discerning its tech and then when the final game eventually comes out compare it to the original showcasing while using the original analysis as a base. For people who are interested in tech it serves as a nice reference point t while talking about game graphics and tech.
There is absolutely no reason why they shouldn't be doing this.
Yes it's not odd for cutscenes to use higher quality assets. And most games have playable areas that are less complex to render and as such should the developers choose they could use higher quality effects in those areas. Some games do it by turning on certain effects and such not found elsewhere. But it usually does not affect the lighting itself nor does it lead to everything in an entire playable area look to be of higher quality than the rest of the game as it messes up the consistency of the game. There are some games that do manage it still though,like the house in UC4 that uses high quality ore baked lighting or the interiors in AC:Unity that look a lot better than outside.I'm guessing the hub world is a lot easier to render than the open world.
I don't know why fanboys are laughing at Scorpio using checkerboarding, because that just leaves even more room in the tank to increase graphics further than PS Pro. So if you consider this some stupid competition then you still 'lose' either way lmao.
They can't do every game at the same time, they aren't a massive team and the type of work they do takes a lot of time.OK. Because they do not analyze FORZA 7? Why is it too beautiful?
Just because you haven't seen it yet doesn't mean they aren't working on it or plan to work on it. DF team is made up of like 5 people and only one of them is visiting E3 and is capable of getting the footage needed for analysis. It has been like 4 days since all these games were revealed. It takes time to do these things.OK. Because they do not analyze FORZA 7? Why is it too beautiful?
Yes it's not odd for cutscenes to use higher quality assets. And most games have playable areas that are less complex to render and as such should the developers choose they could use higher quality effects in those areas. Some games do it by turning on certain effects and such not found elsewhere. But it usually does not affect the lighting itself nor does it lead to everything in an entire playable area look to be of higher quality than the rest of the game as it messes up the consistency of the game. There are some games that do manage it still though,like the house in UC4 that uses high quality ore baked lighting or the interiors in AC:Unity that look a lot better than outside.
Whatever it is, there is a difference between the quality in that opening cutscene and the rest of the demo. We'll find out exactly why once we see more of the game.
Yes that's definitely true as well. I'm more curious about the differences in lighting though.I think it's also very important that in hub-world artists have more time polish the visuals, than craft visuals for square-miles of space.
if anything this is showing some level of parity is in effect. but that was pretty clear to begin with. no developer in their right mind is going to put a ton of time and money into an xbox x version (or pro version for that matter) when their entire userbase is but a fraction of that of their base unit owners.
Just because you haven't seen it yet doesn't mean they aren't working on it or plan to work on it. DF team is made up of like 5 people and only one of them is visiting E3 and is capable of getting the footage needed for analysis. It has been like 4 days since all these games were revealed. It takes time to do these things.
Anthem is a brand new IP and Forza has already been touched upon by DF in the past. So they prioritised Anthem before doing the Forza 7 analysis.
It was very obvious based on the specs the console wouldn't be doing native 4k on some games.
Was actually surprised Phil kept bringing up 'real 4k' during the conference.
Well in the end that's what Checkerboard Rendering , Sparse Rendering , Temporal Injection & so on is.
Wonder will that means 1800p checkboard on PS4 pro, since that's the case in ME:A.
Wonder will that means 1800p checkboard on PS4 pro, since that's the case in ME:A.