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Killzone: Shadow Fall Multiplayer Runs at 960x1080 vertically interlaced

Well, each frame sent to the display is 1920x1080, but half of the pixels are recycled from the last frame. I think ArchedThunder is trying to say that it's not using an actual interlaced video mode as far as your screen can tell.

So is when you upscale. This is just use another method of creating the extra pixels. It's not ever sending to display a natively rendered 1080p image.
 

BajiRav

Member
but the final outcome on screen is still a 1080p image. it's just made up of 2 frames worth of data. it isn't like the image is upscaled. for all intents and purposes, the image IS 1080p.
You mean just like this?

080zyuod.jpg
 

ElFly

Member
That's a smart technique, but I am puzzled on how nobody noticed this before.

I mean, if someone captured a screenshot of the multiplayer, it would look all wonky with half the lines being slightly wrong.
 

Colbert

Banned
I've only played KZ:SF's single player, but nonetheless, this is pretty damn slimy. The person I put the blame on first is Guerilla for doubling down and spreading this lie of 1080p MP. I don't know if the Sony higher ups knew exactly what resolution the MP was (if they did fuck them too), but I know 100% the guys at Guerilla knew. The game running at the lower resolution in MP isn't the problem. The fact that they constantly lied rubs me the wrong way.

I tend to agree. As Guerilla Games is a 100% sub of SCE I would assume Sony has some share of responsibility here ... The better way would have been to be honest, we are at the very beginning of the generation so nobody expects wonders from the developers.
 

eso76

Member
In this thread, people who would have never noticed or cared unless someone told them, will suddenly become disappointed.

so, what the game does is basically rendering at a weird vertically interlaced resolution and then deinterlacing.
 

Ishan

Junior Member
That's a smart technique, but I am puzzled on how nobody noticed this before.

I mean, if someone captured a screenshot of the multiplayer, it would look all wonky with half the lines being slightly wrong.
People
Did notice thought It was bad aa at work but also Gg did something smarter than simple interlacing . So actually something between scaling and true native 1080p rendering .... Think goonker4life mentioning encoding stuff is onto something especially now that a second person has chipped in supporting him . I'm sleepy but if this topic is going on tomorrow I'll open up a topic discussing that .
 
That's a smart technique, but I am puzzled on how nobody noticed this before.

I mean, if someone captured a screenshot of the multiplayer, it would look all wonky with half the lines being slightly wrong.

It was noticed before, but when the dev is saying it's native 1080p and the hardware gulf over its nearest rival suggests it is the case then to keep arguing to point makes you look like sore.

Go back and look at the MP screen shots - they look like arse comparatively.
 

Caayn

Member
Some massive spinning going on in here. The MP is not 1080p. Saying KZ:SF MP is 1080p is the same as saying that Ryse is 1080p, both are untrue.

I'm amazed that it took this long for people to find out the resolution of the MP and that the different AA isn't the only one to blame for the blurry image in MP.
 

KORNdoggy

Member
You mean just like this?

080zyuod.jpg

no, as i said, the image isn't upscaled. you count pixels, the image that is displayed is 1080, right? it's just shared data between 2 frame. if the output on screen was 960x1080 stretched to fit the screen...then it would be the same as ryse.
 

Rainy Dog

Member
Exactly, and GPU's have always stored frames for this sort of thing, they will be using triple buffering or maybe even higher as they have the memory, Leadbetter is just clickbaiting he's a fool.

Interesting, thanks. I still don't get how this works regarding resolution, though?

For video encoding, I-Frames are inserted during scene changes and P-Frames are the highest quality frames. B-Frames are the lowest quality, about 10/1 compression ratio, and substituted over P-Frames by the encoder where it shouldn't be noticeable. But they're not lower resolultion, just allocated much less bitrate and heavily compressed.
 

Durante

Member
I wish a dev would come in here and essentially school us on the benefits and disadvantages from this proposed rendering solution. For the life of me it look better than 900p in both Ryse and Battlefield 4, but yet, the artifacts, ghosting, and strange aliasing is still omnipresent.

This is something totally new, alien, and abstract. This is the feels MLAA gave when it came around and busted its head through the seams.
The benefits and disadvantages would seem to be similar to those of single-sample analytical AA techniques, just even more extreme (that's why I'd call it "half-sample analytical AA" if I had to somehow fit it into existing terminology).

That is:
- large situational variance in IQ (quite good in some situations, very bad in others)
- issues and artifacts with sub-pixel-sized structures
- prone to temporal instability/aliasing
- texture sharpness is negatively affected
+ even cheaper (significantly so) than single-sample analytical AA
+ decent static geometry edge quality
 
no, as i said, the image isn't upscaled. you count pixels, the image that is displayed is 1080, right? it's just shared data between 2 frame. if the output on screen was 960x1080 stretched to fit the screen...then it would be the same as ryse.

Ryse is also using a temporal anti aliasing to inform its pixel shading. Your argument is lame.
 

ElFly

Member
People
Did notice thought It was bad aa at work but also Gg did something smarter than simple interlacing . So actually something between scaling and true native 1080p rendering .... Think goonker4life mentioning encoding stuff is onto something especially now that a second person has chipped in supporting him . I'm sleepy but if this topic is going on tomorrow I'll open up a topic discussing that .

Oh I see.

Guess that it's easier to pull this off on a console, where the analog stick turning means most of the time there isn't a massive change on the screen from frame to frame.
 

Ishan

Junior Member
Ryse is also using a temporal anti aliasing to inform its pixel shading. Your argument is lame.
So they do that for their 900p buffer and upscale ? And this does it for it's wierd 1080 half between p and I ? I really wish someone who has a super good understanding of aliasing and video encoding chips in with a good explanation of everything . But I guess we can kind of all agree it's not "true" 1080p but it's not 1080i flipped version either
 
X0 can render and read from/to DDR3, there is no problem. (Unlike X360 in which you had to write to edram and couldn't read from it.)

And you could render the previous frame as a texture to re-use again. That's what PGR and Forza (on 360) do to reflect everything (even other cars) in hood view.

True, but Ryse's final image isn't 1920 x 1080 either. It is 1600 x 900. So while it is true that the XB1 can use this technique, it doesn't appear that it can do it to produce a true 1080p image.
Ryse final image is 1920x1080. The hardware scaler on the console is not the one bringing a 900p image to 1080p, it's done internally by the game.
 
This is pretty damning. Guerrilla needs to make a statement. I wonder if people will lose their jobs over this.

Why? The only people who really care about this stuff is fanboys and those of us with an interest in tech and rendering techniques. No one was short-changed because of their solution and no one (lol) needs sacking.
 
I'd be willing to bet there's motion blur making it look worse. Here's another screen captured by the same person:
27yGYLK.jpg


Notice that you can still see the artifacts from the temporal reprojection, but the image as a whole seems sharper--except for the motion blur on the very near rock faces.

I'd also point out that most people (not necessarily you) don't really understand how "bad" a frame can look divorced from its context. Many modern techniques damage the clarity of the frame to improve the overall look in motion. For example, here's a frame out of the other "best looking console game", Ryse:

pwPnHYJ.jpg

Tons of motion blur rushing in different directions, heavy film grain, motion blur artifacts all around the character...this frame is a mess. But the sequence it's from looks quite good.

I don't agree the Ryse shot is a mess at all. It highlights the incredible motion blur this game has quite perfectly. There are only some minor artifacts there.
 
Ryse's render target was just 1600x900. That is the level of detail that their temporal AA solution worked with. Once that image was complete it was stretched to fill the typical 1920 x 1080. Killzone didn't have to take that extra step. It's render target was the final 1920 x 1080. My guess as to why the XB1 didn't render directly to 1080p was because there simply wasn't enough room in the ESRAM to hold it.
According to Crytek it's not, it was about bandwidth. Their lighting tech uses more fetches to the gbuffer than "regular" deferred rendered games, and a 1080p buffer would have increased that probably to levels not even the esram could sustain.

They also said they are using full precision buffers, because they wanted the highest quality lighting and post process effects, and they did have to manage how to fit everything on the esram.

Since Ryse (and Cryengine in general) is doing some lighting tricks that no other engine does currently, I'd say it's a valid trade off.
 
Even as a XB1 owner, if the hypothetical 960i Forza 5 article popped up now it would be delish.
That would be 1920i with "smart" de-interlacing. As already mentioned, horizontal 960i would interlace 480 columns of pixels to produce a 960 pixel wide picture. We are still looking at a 1920 pixel wide picture.
 

blastprocessor

The Amiga Brotherhood
Guerrilla just shot themselves in the foot.

I don't know how much the rest of you know about Dutch culture (I'm an expert), but honor and shame are huge parts of it. It's not like it is in America where you can become successful by being an asshole. If you screw someone over in Holland, you bring shame to yourself, and the only way to get rid of that shame is repentance.

What this means is the Dutch public, after hearing about this, is not going to want to purchase their next (RPG) game, nor will they purchase Killzone Shadowfall. This is HUGE. You can laugh all you want, but Guerrilla has alienated an entire market with their 1080p wizardry.

Guerrilla, publicly apologize and cancel Killzone Shadowfall or you can kiss your business goodbye.
 
Guerrilla just shot themselves in the foot.

I don't know how much the rest of you know about Dutch culture (I'm an expert), but honor and shame are huge parts of it. It's not like it is in America where you can become successful by being an asshole. If you screw someone over in Holland, you bring shame to yourself, and the only way to get rid of that shame is repentance.

What this means is the Dutch public, after hearing about this, is not going to want to purchase their next (RPG) game, nor will they purchase Killzone Shadowfall. This is HUGE. You can laugh all you want, but Guerrilla has alienated an entire market with their 1080p wizardry.

Guerrilla, publicly apologize and cancel Killzone Shadowfall or you can kiss your business goodbye.
Was waiting for this. Still ambivalent. :p
 

R3TRODYCE

Member
Guerrilla just shot themselves in the foot.

I don't know how much the rest of you know about Dutch culture (I'm an expert), but honor and shame are huge parts of it. It's not like it is in America where you can become successful by being an asshole. If you screw someone over in Holland, you bring shame to yourself, and the only way to get rid of that shame is repentance.

What this means is the Dutch public, after hearing about this, is not going to want to purchase their next (RPG) game, nor will they purchase Killzone Shadowfall. This is HUGE. You can laugh all you want, but Guerrilla has alienated an entire market with their 1080p wizardry.

Guerrilla, publicly apologize and cancel Killzone Shadowfall or you can kiss your business goodbye.
Never gets old lol
 
I've only played KZ:SF's single player, but nonetheless, this is pretty damn slimy. The person I put the blame on first is Guerilla for doubling down and spreading this lie of 1080p MP. I don't know if the Sony higher ups knew exactly what resolution the MP was (if they did fuck them too), but I know 100% the guys at Guerilla knew. The game running at the lower resolution in MP isn't the problem. The fact that they constantly lied rubs me the wrong way.



You can call it slimy, or dirty or whatever. I am sorry you are so heartbroken. I think the dirty part is the fact that 3 months later, not one of these gaming "professionals" noticed this, the Digital Foundry article didn't mention this, nobody verified the resolution, they just took what the devs said and ran with it.
 
So they do that for their 900p buffer and upscale ? And this does it for it's wierd 1080 half between p and I ? I really wish someone who has a super good understanding of aliasing and video encoding chips in with a good explanation of everything . But I guess we can kind of all agree it's not "true" 1080p but it's not 1080i flipped version either

I have yet to find the quote, but Ryse uses Temporal information and a custom scaling option intertwined with the analytical AA to scale from 900 to 1080p.

Basically, their scaler and their AA (temporal and PPAA) work together.
 

Seanspeed

Banned
I don't think its slimy. Its misleading, but I don't think that's such a huge crime in the world of advertising. I mean, that's what its mostly based off of! lol

Really, looking at all the games from the previous generation that weren't actually 1280x720(there are FAR more than most people realize), nobody noticed and it wasn't a big deal and so it shouldn't be here, either.
 
So no one noticed this difference in resolution? That's very interesting. It would seem the general console gaming public doesn't have the eye for it.
 
I don't think its slimy. Its misleading, but I don't think that's such a huge crime in the world of advertising. I mean, that's what its mostly based off of! lol

Really, looking at all the games from the previous generation that weren't actually 1280x720(there are FAR more than most people realize), nobody noticed and it wasn't a big deal and so it shouldn't be here, either.

So no one noticed this difference in resolution? That's very interesting. It would seem the general console gaming public doesn't have the eye for it.



But people did notice it. The multiplayer was generally thought to be a blurry mess by lots of players.
 
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