Sometimes its best to just look at what you see on the screen and decide whether you think it looks good or not.
Sometimes I despair of this place.
It couldn't be a clearer explanation. and the technique itself is very impressive.
interesting to hear them discuss this at GDC, is this the first game using this technique?
Very interesting stuff would love to see the tech talk for GDC .
Hope they put it online so everyone can see it .
The presentation slides will be shared on the Guerrilla Games Publications page after the conference.
They probably had no idea that The Resolution Wars would lead to so much bloodshed.It still sounds like they were being intentionally misleading, but I found the explanation fascinating. That's some neat tech. They probably should have just came out with this before the game launched.
How about you both read the first paragraph in my quote.
"KILLZONE SHADOW FALLs single and multiplayer modes both run at 1080p."
Seems like they're really listening. I know I asked Michiel v.d. Leeuw on twitter if they could elaborate on their technique, I'm sure I wasn't the only one. He replied this morning with the link to this on their page.Im surprised they even had to explain this stuff to the public.
Im surprised they even had to explain this stuff to the public.
can't wait to see the slides!
Sometimes I despair of this place.
It couldn't be a clearer explanation. and the technique itself is very impressive.
Sad that they can pull this off (reminds me if Wipeout dynamic rez) but all the warriors want to do is take potshots from the bushes misterxmedia style.
That's fine, but people will still be curious as to why the IQ is noticeably worse in the multiplayer when the resolutions are supposedly the same.The game is not scaled and they are applying post-processing to a 1080p framebuffer which is then projected to your screen. They have every right to define their game as native 1080p if they wish.
I ask because PD said GT5 is native 1080p, which is true since it displays 1080 horizontal lines per frame without upscaling, but its not 1920x1080. Same with Wipeout which drops horizontal res to maintain 60fps, but you can still call it 1080p60fps.The vertical resolution isn't even defined in a 1080p image, because of different aspect ratios. When you say 1080p by convention it's implied that you talk about 1920x1080.
Exactly. Now of course some won't be satisfied with this, and will keep the storm brewing, but in my eyes they've been properly taken to task, and explained themselves in a concise, straightforward manner that effectively ends the debate.The main point here is that we rightfully give developers shit if they don't give us enough information or even mislead us. Conversely, we should appreciate when they respond to Internet outrage, because this encourages them to take notice and to respond to the community in the future.
The thing is, they shouldn't have to if not for the over-obsessive pixel counting ninjas out there. The fact that it took the community this long to figure out they were using unorthodox methods is testament to their work here.
Quite nice of them to do that. I hope to see more of these kind of techniques be applied in games focusing on performance in the future.
Sounds like a slippery explanation.
Yeah, can't wait to see their next IP (open-world RPG maybe), without the urge to release the game at the console launch. Game will look awesome ^_^As someone with a strong interest in the computer sciences, this is a pretty fascinating technique and I am very much looking forward to their talk at GDC.
Yup. When I hear native 1080p, I think of the engine rendering every pixel of the 1920x1080px. This temporal re-projection is still cool, but it's not what I consider native.Everyone knows what to expect when people ask 'native resolution' so original statements from last year were sneaky.
But this is a quality answer.
As someone with a strong interest in the computer sciences, this is a pretty fascinating technique and I am very much looking forward to their talk at GDC.
As a gamer, though, it's hard to ignore the impact this technique has on the IQ and it's disappointing that this kind of technical trickery is already proving necessary so early in the lifetime of the console, and it's further disappointing that even with the technique, they're still falling short of 60 fps.
Still calling it native 1080p, did GG had some lessons from MS at spinning?
That's fine, but people will still be curious as to why the IQ is noticeably worse in the multiplayer when the resolutions are supposedly the same.
Is it still better than native 900p?
Was this really necessary?Look, they could have done it the Microsoft way and put a sharpening filter and crushed blacks on a 720p image and call it a day...
They could. As long as they include what aspect ratio it uses, just as the majority of Blu-ray movies does.So The Order devs could also say the game is native 1080p including balck bars ...
Sounds very complicated.
With 900p you're upscaling the entire image. I imagine it would look worse.Is it still better than native 900p? I can see people seeing this technique as a move to cling to saying a game still technically runs at '1080' and that it can promote laziness by devs that wish to target 1080p.
I would be keen to understand why you think this, not a jab just very curious. I thought it was one of the most literal & clear explanations of how rendering works, and how their specific pipeline works.
It's native 1080p on a technicality, it seems.
Calling it "native 1080p" even after the processing seems purposefully misleading. "Well, it's technically 1080p, even if it doesn't achieve the same quality").
As a gamer, though, it's hard to ignore the impact this technique has on the IQ and it's disappointing that this kind of technical trickery is already proving necessary so early in the lifetime of the console, and it's further disappointing that even with the technique, they're still falling short of 60 fps.
This!
So The Order devs could also say the game is native 1080p including balck bars ...