• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Digital Foundry: Quantum Break Xbox One X vs Xbox One: First Look

c0de

Member
I take DF as meaning some effects will have to remain sub 4K, as a tradeoff.

"However, the fact that the GPU does more than compute pixels can help in the quest to render at 4K, and not all surfaces are tied to display resolution. The whitepaper also reveals that rasterisation efficiency increases in line with resolution - an interesting metric shared by Microsoft is that an unnamed first-party title running at 1080p sees the number of pixels processed increased by a factor of 3.5x in the leap to 4K, not the 4x we would assume."

http://www.eurogamer.net/articles/d...ace-to-4k-how-scorpio-targets-ultra-hd-gaming
 

onanie

Member
"However, the fact that the GPU does more than compute pixels can help in the quest to render at 4K, and not all surfaces are tied to display resolution. The whitepaper also reveals that rasterisation efficiency increases in line with resolution - an interesting metric shared by Microsoft is that an unnamed first-party title running at 1080p sees the number of pixels processed increased by a factor of 3.5x in the leap to 4K, not the 4x we would assume."

http://www.eurogamer.net/articles/d...ace-to-4k-how-scorpio-targets-ultra-hd-gaming

Without glossing over details, how would one process only 86% of the pixels and produce 100% of the image natively?
 

c0de

Member
Without glossing over details, how would one process only 86% of the pixels and produce 100% of the image natively?

We already know that some effects we see this generation are sometimes not even half of what the native resolution is. In the end you produce a 4k resolution but the image is made up from several "submodules" which account to the final image and not everything needs to be 4x the computational load. There is no one big 4k process but this is splitted into several "tasks" (threads in the end) which all contribute to the final image.
 

onanie

Member
We already know that some effects we see this generation are sometimes not even half of what the native resolution is. In the end you produce a 4k resolution but the image is made up from several "submodules" which account to the final image and not everything needs to be 4x the computational load. There is no one big 4k process but this is splitted into several "tasks" (threads in the end) which all contribute to the final image.

I don't disagree that some effects will remain sub 4k, if there is not quite enough for a simple quadrupling of pixels processed. But if you have only calculated what 86% of pixels should be in terms of colour, who fills in the other 14%?
 

c0de

Member
I don't disagree that some effects will remain sub 4k, if there is not quite enough for a simple quadrupling of pixels processed. But if you have only calculated what 86% of pixels should be in terms of colour, who fills in the other 14%?

Which other 14%? You get a 100% 4k image.
 

Synth

Member
Which other 14%? You get a 100% 4k image.

I think onanie's assuming that only 86% of the pixels making up the 4K image are processed at all, rather than considering that there may be numerous passes of the same pixels.
 

onanie

Member
Which other 14%? You get a 100% 4k image.

I misunderstood. Mathematically for a 4K image, you would have to have a significant amount of effects at less than 3.5 times 1080p resolution, in order for your total processing to average 3.5 times a 1080p image.

In addition, that is assuming that the original 1080p game has not already reduced the resolution of those effects or passes.
 

c0de

Member
I misunderstood. Mathematically for a 4K image, you would have to have a significant amount of effects at less than 3.5 times 1080p resolution, in order for your total processing to average 3.5 times a 1080p image.

Your choice of words is a bit confusing here but yes, to get from a base resolution to a 4x resolution of the base, you don't have to compute 4x of that in every part of the renderer. Which is no big deal as there are already effects running on a lower resolution than native so if you give these a 2x bump, they will still look better than they did before but don't require 4x of the computing time. Which in the end means to go from 900p to 4k doesn't mean you need 5.76 times the power but in the end this will of course be dependent on the game and how it actually renders.
 

Head.spawn

Junior Member
Nope, you don't need an insane or beefy PC. A GTX 970/1060 PC gets similar frame-rate as XB1X at 1440p (upscaling enabled) at settings equivalent to XB1. Same with 1080p (upscaling disabled), settings equivalent to XB1, you get 40-50fps.

Wouldn't you set your PC to 4k to achieve the 1440p base? Or am I remembering wrong, I haven't had this installed since I switched computers.
 
A 1080p PS4 game will rarely ever be 4K native on PS4P.
Actually, native 4K is achieved about 15% of the time for AAA games on Pro, which I would not call "rarely ever".

Seemingly however the PS4P can reliably checkboard a 1080p to 4K, and so they defined a term they saw as fitting for that.
Checkerboarding is not the typical approach for Pro. The device has more native 4K games than 4K CBR games. The portion of enhanced games that use the technique at all, at any resolution, is less than 15%. Clearly, CBR is just an option rather than a target.

Thus it's pretty obvious "dynamic 4K" isn't a reference to variable res or CBR. It's just intensifying fluff, like "jaw-dropping HDR".
 

Synth

Member
Actually, native 4K is achieved about 15% of the time for AAA games on Pro, not "rarely ever".

I'm not really interested in getting into another drawn out discussion around subjective terms tbh. I don't really care what percentage you'd attach to "rarely ever", and I'm pretty certain we're not agreeing what constitutes "AAA" in this context, based on the PS4P game that I am aware of being native 4K.

Checkerboarding is not the typical approach for Pro. The device has more native 4K games than 4K CBR games. The portion of enhanced games that use the technique at all, at any resolution, is less than 15%. Clearly, CBR is just an option rather than a target.

Thus it's pretty obvious "dynamic 4K" isn't a reference to variable res or CBR. It's just intensifying fluff, like "jaw-dropping HDR".

I didn't say it was the typical approach. Just as native 4K may well not end up being the typical approach for a 1080p XB1 game in practice. That's up to each individual developer. What is pretty clear however, is that the PS4 Pro doesn't have the specs to reliably turn a 1080p PS4 game into a native 4K PS4 Pro one, as it's only 2.3x more powerful. Rough math would show it as being consistently capable to rendering at double the 1080p resolution required for a checkboarded image however. More than "just an option", it's what Sony has explicitly and repeatedly put forth as an approach to 4K gaming that would be mostly indiscernible from a native image. The XB1X on the other hand would reliably be capable of turning a 1080p XB1 game into native 4k, as per its design, even if this isn't the option most developers opt for (possibly in favour of other graphical enhancements instead).

Also, they explicitly define "Dynamic 4K" as it's own separate thing from both native 4K and other standard resolutions such as 1440p... explicitly referencing "enhanced upscaling techniques" to achieve 4K-esque clarity.
3cCBpMh.png
 

Colbert

Banned
I think the "true 4K" trolling needs to stop. Anyone with a brain knows this was a term used to differentiate their console with another competing 4K console. Surprisingly most of the games we've heard about seem to be native 4K, so they have properly demonstrated the consoles power IMO. We'll still see sub-4K consoles next gen and I doubt anyone would doubt that those systems were 4K consoles.

.
 
I'm not really interested in getting into another drawn out discussion around subjective terms tbh.
This discussion will happen as long as you keep using subjective terms as if everyone agrees with them.

I don't really care what percentage you'd attach to "rarely ever", and I'm pretty certain we're not agreeing what constitutes "AAA" in this context, based on the PS4P game that I am aware of being native 4K.
Avoiding confusion is precisely why I gave a specific percentage. People can decide for themselves what descriptive terms they'd apply to that factual number, and whether your admitted subjective take that it equals "rarely ever" is supportable.

What is pretty clear however, is that the PS4 Pro doesn't have the specs to reliably turn a 1080p PS4 game into a native 4K PS4 Pro one, as it's only 2.3x more powerful.[/quite]
Of course. I never argued this. I merely pointed out that CBR is atypical of what devs are doing on Pro. It's less used than native rendering, both in general and for any specific resolution, including 4K.

The XB1X on the other hand would reliably be capable of turning a 1080p XB1 game into native 4k, as per its design, even if this isn't the option most developers opt for (possibly in favour of other graphical enhancements instead).
I agree, though the comparative paucity of 1080p games on standard Xbox One might also play a role in the general results.

Also, they explicitly define "Dynamic 4K" as it's own separate thing from both native 4K and other standard resolutions such as 1440p... explicitly referencing "enhanced upscaling techniques" to achieve 4K-esque clarity.
3cCBpMh.png
I don't see any comparison there with other resolutions, or other methods of achieving the same resolution. While there's clearly a measure of proactive ass-covering in the definition (just as with Microsoft's "4K Ultra HD" tag), it doesn't refer to CBR in particular. Sony has made other specific techniques part of their internal messaging from the very start, and their public statements have been equally equivocal. From the time of the first reveal, they've stated that devs can and will choose different approaches. The marketing reflects that messy reality, and attempts (as marketing does) to handwave the nuances with positive language.
 
Checkerboarding is not the typical approach for Pro. The device has more native 4K games than 4K CBR games. The portion of enhanced games that use the technique at all, at any resolution, is less than 15%. Clearly, CBR is just an option rather than a target.
If you are comparing native 4k to 4kCBR then yes, but doesn't most of the time pro patches result in 1800p CBR or lower?

But just out of curiosity, can you post a breakdown of the resolution setups and their percentages? (Assuming you have that data readily available of course)
 
If you are comparing native 4k to 4kCBR then yes, but doesn't most of the time pro patches result in 1800p CBR or lower?
Yes, a majority of Pro patches are below 3840x2160, however achieved. One X will certainly have many more games at that resolution. But my point wasn't about whether Pro can best be described as a 4K machine. It was about whether Pro is best described as a checkerboarding machine. I would definitely say not, given that CBR titles make up a small percentage of the library.

But just out of curiosity, can you post a breakdown of the resolution setups and their percentages? (Assuming you have that data readily available of course)
I don't have the complete breakdown of every resolution on mobile. But I'll post the data after I'm home.
 
Yea, but we don't know how consistently that would be achievable. There are all sorts of reasons why a 900p game could be 4K on XB1X:

- The memory configuration is the issue (deferred rendering often caused this).
- Game runs at 40-50fps average on both PS4 and XB1, and is capped to 30fps.
- 1080p was a narrowly missed target, and 900p was settled on.
- Game needs 40% more performance to move from 900p to 1080p.

The last of these would be the most likely to not manage native 4K on XB1X, as it would imply the 1.8TF of the PS4 is what was necessary, leaving the requirement closer to the 8TF Cerny is quoted as being the target for native 4K (would you look at that! he picked something that would handle 4x the PS4... how strange!).
From Ms leaked docs, in average bringing a 900p xbone game to 4k on xbonex takes a 6% performance hit... But with the most basic porting without any optimization.

They also noticed some new hardware features that if used (but requires the game to be dx12 to be enabled) can in average yield 7% performance increase).

So basically, with minimal optimizations, and in average, according to Ms you can have your 900p game in 4K on xbone, using the same settings and slightly better framerate, even using 4k assets. But the curious part is that according to Ms documents, turning 900p games into 4K is ,most of the time, bandwidth bound and not by processing. (And even more curious, games that hit 1080p on a regular xbone are already very efficient regarding bandwidth usage, so in 1080p games running in 4k it's likely xbonex to be bound by processing power more often than by bandwidth) So if the developer manages to use the new hardware features to reduce bandwidth usage they can even entertain increasing the settings over the Xbone version. (And of course, if you go CBR then you gain a huge pool of extra gpu and bandwidth resources to play with).
 
Yes, a majority of Pro patches are below 3840x2160, however achieved. One X will certainly have many more games at that resolution. But my point wasn't about whether Pro can best be described as a 4K machine. It was about whether Pro is best described as a checkerboarding machine. I would definitely say not, given that CBR titles make up a small percentage of the library.

I didn't meant it that way. I think I misread your post, because I read that as: 4k CBR games on Pro are below 15%, as in not counting 1800c or other games that fall below that mark but still use checkerboad.

But with are saying now the total of CBR games is below 15% adding all resolutions together?
 

Synth

Member
This discussion will happen as long as you keep using subjective terms as if everyone agrees with them.

Avoiding confusion is precisely why I gave a specific percentage. People can decide for themselves what descriptive terms they'd apply to that factual number, and whether your admitted subjective take that it equals "rarely ever" is supportable.

Well, you're arguing against the definition "as if everyone agrees" with you also. You didn't say "rarely ever" was subjective, you said directly that 15% is "hardly rarely ever". You also posited "AAA" games, as though we both will agree on the games that make up your 15%. For something like Shadow of Mordor or Battleborn we'd likely be on the same page... but I certainly wouldn't place something like a ports of Skyrim, Kingdom Hearts, or WipEout to be. With apparently over 200+ PS4P enhanced games, and accounting for some of these being PSVR related. I'd like to see what sort of list of AAA titles would contribute to the 15% you're citing as AAA releases. People use subjective terms without constantly declaring their subjectivity simply because it's pretty damn hard to do otherwise. This includes yourself.

Of course. I never argued this. I merely pointed out that CBR is atypical of what devs are doing on Pro. It's less used than native rendering, both in general and for any specific resolution, including 4K.

I agree, though the comparative paucity of 1080p games on standard Xbox One might also play a role in the general results.

I am not concerned with what developers actually choose to do with a console. That's largely beyond the console manufacturers control. I'm talking about what the console was designed to be able to do, which in both cases, the specs nicely line-up with the proposed focus.

I don't see any comparison there with other resolutions, or other methods of achieving the same resolution. While there's clearly a measure of proactive ass-covering in the definition (just as with Microsoft's "4K Ultra HD" tag), it doesn't refer to CBR in particular. Sony has made other specific techniques part of their internal messaging from the very start, and their public statements have been equally equivocal. From the time of the first reveal, they've stated that devs can and will choose different approaches. The marketing reflects that messy reality, and attempts (as marketing does) to handwave the nuances with positive language.

No, because it isn't necessarily limited to checkerboarding. But "Dynamic 4K" is something they promote directly in commercials as opposed to "Native 4K", because it fits the expected aspirations of the console. The "enhanced upscaling techniques" alludes to stuff like checkboarding, as opposed to just bog standard upscaling sub-native shit up to the output resolution (which generally doesn't approach the same clarity as a native image). Of course, developers can just as well instead use a 1600p image, or a temporal solution like Spiderman's. But it's not expected for native 4K to be reachable from a 1080p image, because that would typically suggest the stock PS4 could have done notably better than 1080p for that game. It is however expected that you can get half of a 4K image, and go from there... and that has dictated their marketing approach.
 
I didn't meant it that way. I think I misread your post, because I read that as: 4k CBR games on Pro are below 15%, as in not counting 1800c or other games that fall below that mark but still use checkerboad.

But with are saying now the total of CBR games is below 15% adding all resolutions together?
Sorry for the lack of clarity. I mentioned two distinct facts about the Pro's enhanced library, one about native 4K as a percentage of AAA, and one about CBR as a percentage of everything. Here's the points again, hopefully clearer.

1) The portion of AAA titles--excluding indies and remasters--that are native 4K is over 15%.
2) The portion of all titles that use CBR is under 15%. It's actually under 12%, so I probably should've used that different figure to help avoid confusion.

Note that VR-only games, or VR-exclusive modes, aren't included. Also it may be important to say that this is only counting games already released, not any upcoming titles. I don't consider those confirmed until they come out.

Now for the full breakdown of percentages you asked for earlier. Again, VR games and modes are excluded, as are unreleased titles. I've shown the results two ways, once for rendering approach regardless of size, and once for size regardless of rendering approach. (Though note that all buffer sizes 1440p and below are native or dynamic.)

Code:
[B]RENDER TYPE[/B]
          [U]All games[/U]     [U]AAA only[/U]
Native       78.1%        67.1%
Dynamic       7.1%         8.9%
CBR           8.2%        13.9%
Dyn CBR       3.3%         6.3%
Other         3.3%         3.8%

[B]BUFFER SIZE[/B]
          [U]All games[/U]     [U]AAA only[/U]
1080p        27.9%        27.9%
1080p+        1.6%         1.3%
1440p        15.3%        20.3%
1440+         6.0%         8.9%
1800          7.1%        10.1%
1800+         1.1%         1.3%
2160         41.0%        30.4%


Well, you're arguing against the definition "as if everyone agrees" with you also. You didn't say "rarely ever" was subjective, you said directly that 15% is "hardly rarely ever".
This is a good point. I've edited my previous post to make explicit the subjective nature of my opinion. Will you acknowledge the same?

You also posited "AAA" games, as though we both will agree on the games that make up your 15%. For something like Shadow of Mordor or Battleborn we'd likely be on the same page... but I certainly wouldn't place something like a ports of Skyrim, Kingdom Hearts, or WipEout to be.
I didn't count any ports. There are 79 enhanced games on Pro I'd categorize as AAA: Here's the 13 that are native 4K:

Battleborn
Berserk and the Band of the Hawk
The Elder Scrolls Online
Everybody's Golf
FIFA 17
FIFA 18
MLB The Show 17
NBA 2K17
NBA 2K18
NHL 18
PES 2017
PES 2018
Samurai Warriors: Spirit of Sanada


I don't have as good a handle on One X titles across the board, so I'm taking the following info from Banjo-Kazooie's enhanced games thread. I used the same parameters as above: only AAA games that have released, or will release by One X launch, and which are verified to be native 4K. (Unlike the Pro stats, "verified" is mostly based on publisher claims rather than analysis, and is assuming anything called "4K" by a company is native, which may not be true.)

AAA Native 4K titles on One X at launch: 17
Destiny 2
The Elder Scrolls Online
F1 2017
FIFA 18
Forza Horizon 3
Forza Motorsport 7
Gears of War 4
Halo 5
Halo Wars 2
Killer Instinct
Madden NFL 18
NBA 2K18
PES 2018
Project CARS 2
Recore Definitive
Rise of the Tomb Raider
Super Lucky's Tale


Of course, the Pro has been out almost a year to amass its list, so perhaps we should just count all announced AAA games at native 4K, regardless of release date. However, even extending through 2018, this only adds 6 more titles:

Crackdown 3
The Crew 2
Evil Within 2
Middle-Earth: Shadow of War
Sea of Thieves
Wolfenstein II: The New Colossus


Currently, One X has more AAA native 4K games announced than Pro has released, but not quite double the number. Now, we should expect its list to grow, as new games are announced or titles currently known only as "enhanced" are verified to be native 4K. Some of this growth will be matched by additions to the Pro list, but of course that will be at a much slower rate. So the doubling will happen at some point (and further multiples beyond that, albeit more slowly). But right now, the gap is not as overwhelming as implied by occasional talk of "4K versus fauxK" and so forth. This is why the messaging is so very similar, even though some people interpret it differently due to the (real) differences in hardware details.

But "Dynamic 4K" is something they promote directly in commercials as opposed to "Native 4K", because it fits the expected aspirations of the console.
I'd argue they do so not primarily due to any technical exactitude, but mostly because "dynamic" is a much more exciting--and understandable--word than "native". The mere fact they're using "dynamic" to mean a bunch of different approaches, and not the engineering meaning of variable res, is very strong evidence that they're not concerned about accuracy of technical description with this terminology.

But it's not expected for native 4K to be reachable from a 1080p image, because that would typically suggest the stock PS4 could have done notably better than 1080p for that game. It is however expected that you can get half of a 4K image, and go from there... and that has dictated their marketing approach.
I basically agree with your assessment of what the hardware can do. But the last step sounds completely implausible to me. I can't see any evidence that technical minutiae are the major driver of their messaging, and that the most important point they're trying to convey is that you shouldn't expect native 4K on Pro.

On the contrary, I think the primary impetus is simply to attach the buzz label "4K" to their offering. That then means, yes, that they protect themselves by carefully footnoting the phrase. But to circle back around to the original point of this whole discussion, that's not distinguishable from what Microsoft are doing with their marketing. Indeed, it's pretty much identical to how Xbox has attached caveats to the "4K Ultra HD" and "True 4K" labels. The marketing jargon from the two companies isn't meaningfully dissimilar, even if the products are.
 

Journey

Banned
If you remove the simple stuff, aka fixed sports titles which reaching 4K wouldn't be that hard as it would with a title like Shadow of War or Rise of the Tomb Raider, then the difference is quite clear.
 

c0de

Member
If you remove the simple stuff, aka fixed sports titles which reaching 4K wouldn't be that hard as it would with a title like Shadow of War or Rise of the Tomb Raider, then the difference is quite clear.

The thing is that one is a quantitative message, the other one is a qualitative one. But considering who posted, the approach is clear. And mind, I don't have a problem with his behavior and approach but the motivation is clear.
 

Colbert

Banned
Thanks
person who isn't supposed to be able to see my posts through your ignore list

I use a filter script that blocks
shit
posts with a combination of member name and used words. As your mentioned post was not filtered I was able to see it. :p
 

onQ123

Member
I use a filter script that blocks
shit
posts with a combination of member name and used words. As your mentioned post was not filtered I was able to see it. :p

Checkerboard ignore list only shading my posts that you don't agree with?
 

Journey

Banned
I'm not. However, I just remove the "True 4k" nonsense and realize two things:


  • The Pro is a 4K machine.
  • The One X is an even better 4K machine.

Simple. :p



Lol it's so simple, just imagine PC fans fighting over comments made recommending a GTX 1080Ti if they want to game in 4K, then someone posts ONE game that doesn't quite play well at 4K with that card, only to get berated by people claiming they should've just stuck with a 1070 and just changed their resolution to Checkerboard :p
 

cakely

Member
If you remove the simple stuff, aka fixed sports titles which reaching 4K wouldn't be that hard as it would with a title like Shadow of War or Rise of the Tomb Raider, then the difference is quite clear.

This would be disqualifying certain native 4k titles for arbitrary, subjective reasons that aren't really useful in a discussion.

Checkerboard ignore list only shading my posts that you don't agree with?

Pretty, pretty, pretty good.
 
If you remove the simple stuff, aka fixed sports titles which reaching 4K wouldn't be that hard as it would with a title like Shadow of War or Rise of the Tomb Raider, then the difference is quite clear.
Sure, if you want to make arbitrary cuts then you can manufacture any situation you wish. Just keep in mind that removing sports titles also cuts the One X list nearly in half, so you're saying it's much less capable of "4K that counts" than advertised, too. Further, despite the extreme tactic of pretending some very popular games don't exist, you're not even achieving your goal of greatly changing the gap.

I think that's ridiculous. It makes most sense to me to simply acknowledge what both consoles are capable of, without trying to carve away at it to score points. The Pro can run some AAA games at native 4K. The One X can run more--eventually, a lot more.

Are you so biased that this sounds too generous?
 

Synth

Member
This is a good point. I've edited my previous post to make explicit the subjective nature of my opinion. Will you acknowledge the same?

I went back and edited my post also, though to be completely honest, I dno't feel either of us should need to. Subjectivity is inherent to language, and taking so much care to tiptoe around it due a pedantry seems counter-productive. Again, even saying "AAA" games isn't an objective description, and would then need you to establish concrete criteria (such as marketing budget) i order to definitively state one game is AAA and another game isn't. Super Lucky's Tale for example is likely less qualified as a AAA game than many games omitted if we were to start defining objective metrics for the term.

I didn't count any ports. There are 79 enhanced games on Pro I'd categorize as AAA: Here's the 13 that are native 4K:

Battleborn
Berserk and the Band of the Hawk
The Elder Scrolls Online
Everybody's Golf
FIFA 17
FIFA 18
MLB The Show 17
NBA 2K17
NBA 2K18
NHL 18
PES 2017
PES 2018
Samurai Warriors: Spirit of Sanada


I don't have as good a handle on One X titles across the board, so I'm taking the following info from Banjo-Kazooie's enhanced games thread. I used the same parameters as above: only AAA games that have released, or will release by One X launch, and which are verified to be native 4K. (Unlike the Pro stats, "verified" is mostly based on publisher claims rather than analysis, and is assuming anything called "4K" by a company is native, which may not be true.)

AAA Native 4K titles on One X at launch: 17
Destiny 2
The Elder Scrolls Online
F1 2017
FIFA 18
Forza Horizon 3
Forza Motorsport 7
Gears of War 4
Halo 5
Halo Wars 2
Killer Instinct
Madden NFL 18
NBA 2K18
PES 2018
Project CARS 2
Recore Definitive
Rise of the Tomb Raider
Super Lucky's Tale


Of course, the Pro has been out almost a year to amass its list, so perhaps we should just count all announced AAA games at native 4K, regardless of release date. However, even extending through 2018, this only adds 6 more titles:

Crackdown 3
The Crew 2
Evil Within 2
Middle-Earth: Shadow of War
Sea of Thieves
Wolfenstein II: The New Colossus


Currently, One X has more AAA native 4K games announced than Pro has released, but not quite double the number. Now, we should expect its list to grow, as new games are announced or titles currently known only as "enhanced" are verified to be native 4K. Some of this growth will be matched by additions to the Pro list, but of course that will be at a much slower rate. So the doubling will happen at some point (and further multiples beyond that, albeit more slowly). But right now, the gap is not as overwhelming as implied by occasional talk of "4K versus fauxK" and so forth. This is why the messaging is so very similar, even though some people interpret it differently due to the (real) differences in hardware details.

Thanks for the list. As mentioned before I'd probably not consider Super Lucky's Tale to be a AAA release personally, but it's not really important in this case.

As has been mentioned. The Pro list is heavily dependent on sports titles so far, which have historically fallen into the category of games that don't exactly push hardware they're running on (with multiplats almost always having effective parity, Fox Engine excluded). Aside from those, you're looking at only 5 other "AAA" titles hitting native 4K after over a years on shelves. It contrasts quite heavily with not only the number of games pegged as being native 4K on XB1X, but also the nature of these games. The XB1X list contains a number of games that would be likely candidates for someone's choice as best looking games on the system, whereas this wouldn't be the case for anything hitting 4K on PS4P. And this is prior to the console's release, let alone a year later. The list isn't even limited to games that reach 1080p on the standard console. Again, it would be a subjective measure to declare the type of gulf this is between the two consoles, but "4K vs fauxK" hardly surprises me as a reaction to one console running Gears 4, Rise of the Tomb Raider and Forza Horizon 3 at native 4K, whilst the other has The Elder Scrolls Online or Battleborn as the high bar for the same resolution.

I'd argue they do so not primarily due to any technical exactitude, but mostly because "dynamic" is a much more exciting--and understandable--word than "native". The mere fact they're using "dynamic" to mean a bunch of different approaches, and not the engineering meaning of variable res, is very strong evidence that they're not concerned about accuracy of technical description with this terminology.

I basically agree with your assessment of what the hardware can do. But the last step sounds completely implausible to me. I can't see any evidence that technical minutiae are the major driver of their messaging, and that the most important point they're trying to convey is that you shouldn't expect native 4K on Pro.

On the contrary, I think the primary impetus is simply to attach the buzz label "4K" to their offering. That then means, yes, that they protect themselves by carefully footnoting the phrase. But to circle back around to the original point of this whole discussion, that's not distinguishable from what Microsoft are doing with their marketing. Indeed, it's pretty much identical to how Xbox has attached caveats to the "4K Ultra HD" and "True 4K" labels. The marketing jargon from the two companies isn't meaningfully dissimilar, even if the products are.

I agree that the term "Dynamic" is being used because it brings with it a positive connotation, moreso thank "Native". The difference isn't however in the chosen word, but in the chosen definition of the word. Microsoft picked "True 4K" and opted to define that term as a native 4K output. Sony picked "Dynamic 4K" and explicitly defined it as games that run below a native 4K, but look great anyway. If the console hit 4K even remotely as consistently as it hits 1080p, they wouldn't almost certainly have made the marketed term refer to the native 4K output, much in the way that they don't typically market sub-1080p in any such capacity.

This would be disqualifying certain native 4k titles for arbitrary, subjective reasons that aren't really useful in a discussion.

We're already disqualifying certain native 4K games for an arbitrary, subjective reason though ("AAA"). And it was done because we'd consider some games to fall into an assumed category of being inherently less likely to push the hardware in the first place.
 

napata

Member
Berserk and the Band of the Hawk

Samurai Warriors: Spirit of Sanada

In what world are these AAA games? No marketing & no budget. I bet a lot of high profile indies have higher budgets than these. I mean it's no surprise that they run at 4k. They look like like 1080p ps3 titles.
 

onQ123

Member
Sure, if you want to make arbitrary cuts then you can manufacture any situation you wish. Just keep in mind that removing sports titles also cuts the One X list nearly in half, so you're saying it's much less capable of "4K that counts" than advertised, too. Further, despite the extreme tactic of pretending some very popular games don't exist, you're not even achieving your goal of greatly changing the gap.

I think that's ridiculous. It makes most sense to me to simply acknowledge what both consoles are capable of, without trying to carve away at it to score points. The Pro can run some AAA games at native 4K. The One X can run more--eventually, a lot more.

Are you so biased that this sounds too generous?

It's strange people went from saying 4K would only be for video & that the games would only be upscaled 4K & so on to now picking through the 4K games to say what should & shouldn't count.
 

ResoRai

Member
Lol it's so simple, just imagine PC fans fighting over comments made recommending a GTX 1080Ti if they want to game in 4K, then someone posts ONE game that doesn't quite play well at 4K with that card, only to get berated by people claiming they should've just stuck with a 1070 and just changed their resolution to Checkerboard :p
Huh, I actually forgot certain cards are reffered to as 1080p cards, 1440p cards, 4K cards, etc.

When it comes to consoles theres all this arguing though lol.
 

onQ123

Member
In the latest Digital Foundry video Richard comes right out & say that enhanced mode on ROTTR for Xbox One X is better than native 4K mode.

Native 4K is basically a check list box & if it was the only goal just about every game on PS4 Pro & Xbox One could be native 4K but it really isn't the best choice for every game so why chase behind that check box?
 

Synth

Member
In the latest Digital Foundry video Richard comes right out & say that enhanced mode on ROTTR for Xbox One X is better than native 4K mode.

Native 4K is basically a check list box & if it was the only goal just about every game on PS4 Pro & Xbox One could be native 4K but it really isn't the best choice for every game so why chase behind that check box?

Well, you said it yourself, it isn't the best choice for every game (especially if talking about the original consoles). What's best in regards to resolutions, framerates and the like varies by games. So in some cases, a PS4 game will be 900p rather than 1080p, because hitting 1080p isn't considered as valuable as the graphical effects that can be achieved at 900p. This choice happens constantly on XB1, as opposed to just further simplifying the games graphics in order to maintain 1080p... but to say "native 1080p is basically a check list box" would be kinda stupid.
 

onQ123

Member
Well, you said it yourself, it isn't the best choice for every game (especially if talking about the original consoles). What's best in regards to resolutions, framerates and the like varies by games. So in some cases, a PS4 game will be 900p rather than 1080p, because hitting 1080p isn't considered as valuable as the graphical effects that can be achieved at 900p. This choice happens constantly on XB1, as opposed to just further simplifying the games graphics in order to maintain 1080p... but to say "native 1080p is basically a check list box" would be kinda stupid.

But in this case we are talking about different 4K solutions & not different resolutions.

From what I have seen the downsides seem to be on the native 4K mode vs the enhance mode on ROTTR for Xbox One.
 

Journey

Banned
This would be disqualifying certain native 4k titles for arbitrary, subjective reasons that aren't really useful in a discussion.


Sure, just tell that to people who disqualify Forza Motorsport 7 as a 4K/60fps AAA title for Xbox One X.
 

cakely

Member
Sure, just tell that to people who disqualify Forza Motorsport 7 as a 4K/60fps AAA title for Xbox One X.

I would tell them that, but who would do this? FM7 is native 4K by absolutely every definition.

I suspect you're about to link me to someone who did.
 

Synth

Member
But in this case we are talking about different 4K solutions & not different resolutions.

From what I have seen the downsides seem to be on the native 4K mode vs the enhance mode on ROTTR for Xbox One.

Different 4K resolutions vs different actual resolutions does little to change the point. In both cases one looks better than the other if all else is equal, but in both cases all else wouldn't be equal and so the pros and cons of each weigh against each other. Just because it's the preferred call for RoTR does not make it the better option across the board. 900p is likely a better call than 1080p for Star Wars Battlefront on PS4, and 30fps is probably a better call than 60fps for Forza Horizon 3 on XB1. None of these makes the other options "basically a checklist box" that's pointless to strive for in other games.
 
Top Bottom