Remedy's Quantum Break possesses a level of rendering technology that is supremely impressive. This game is doing things we've not seen in a mainstream title before. John reveals all.
https://www.youtube.com/watch?v=nf12d8z2wtE
Remedy's Quantum Break possesses a level of rendering technology that is supremely impressive. This game is doing things we've not seen in a mainstream title before. John reveals all.
Yeah, there are some spoilers (though nothing too revealing or anything - mostly location spoilers for the first half of the game). I needed to show that stuff in order to analyze it, though.Spoilers?
One thing I'm a bit unsure of, is the native res at most given frames still 720p? In other words, does it use previous frames in reconstruction to produce a cleaner native 720p image, which is then up-scaled to 1080p, or does it combine the previous 720p frames to make a new native 1080p image, that doesn't require up-scaling, but has other negatives and still isn't as sharp as typical native 1080p because of the reconstruction process?
In any case, great video. Very in depth, aside from delving too deeply in to the reconstruction method or process.
What's with the dislikes already? can't watch the video atm
I do think that they are using previous frame information to fill in missing pixels when the camera stops. You always have to move the camera in order to get to a stopping point so the data prior to that is blended together. I have more detail in the article tomorrow including some interesting screenshot examples.One thing I'm a bit unsure of, is the native res at most given frames still 720p? In other words, does it use previous frames in reconstruction to produce a cleaner native 720p image, which is then up-scaled to 1080p, or does it combine the previous 720p frames to make a new native 1080p image, that doesn't require up-scaling, but has other negatives and still isn't as sharp as typical native 1080p because of the reconstruction process?
In any case, great video. Very in depth, aside from delving too deeply in to the reconstruction method or process.
Likely hardcore PS4 fans? I dunno, but it's rather disheartening when considering how much time and effort goes into producing these videos. I'm sure Remedy feels much much worse when reading reviews like Giant Bomb and Gamespot after pouring YEARS into the game, though.What's with the dislikes already? can't watch the video atm
Yep! I wish we HAD the PC version already but, no dice.All I can think is this game is going to look fantastic on PC.
Too bad about the low image resolution though on Xbox One.
Spoilers?
Yes, that video (and perf) is going up tomorrow with the article.Great analysis. I think you said that you'll be comparing the final game to the clips from E3 2013 and Gamescom 2014, is that correct? I'm very interested to see what has changed.
Also, I'm already excited for the in-game TV show.Sam Lake as an FBI agent!
What's with the dislikes already? can't watch the video atm
One thing I'm a bit unsure of, is the native res at most given frames still 720p? In other words, does it use previous frames in reconstruction to produce a cleaner native 720p image, which is then up-scaled to 1080p, or does it combine the previous 720p frames to make a new native 1080p image, that doesn't require up-scaling, but has other negatives and still isn't as sharp as typical native 1080p because of the reconstruction process?
In any case, great video. Very in depth, aside from delving too deeply in to the reconstruction method or process.
Yes. The soundtrack is insanely good.Is the music in the video part of the Quantum Break OST?
Sounds fabulous.
Likely hardcore PS4 fans? I dunno, but it's rather disheartening when considering how much time and effort goes into producing these videos. I'm sure Remedy feels much much worse when reading reviews like Giant Bomb and Gamespot after pouring YEARS into the game, though.
It's a hobby of some people. They are sad frustrated individuals.
What I don't like is how "plastic" the hair looks to me. It doesn't look like hair at all to me.
I do think that they are using previous frame information to fill in missing pixels when the camera stops. You always have to move the camera in order to get to a stopping point so the data prior to that is blended together. I have more detail in the article tomorrow including some interesting screenshot examples.
When the game suddenly cuts to another shot and there is no information available, you'll see it become progressively cleaner over the course of four frames. So the very first frame after a transition is very VERY jaggy (though they often try to hide this by using heavy blurring on the first frame following a cut) but it smooths out. So it's always running this calculation and it creates a rather variable image quality while playing that is at its sharpest when not moving.
It never actually looks like a native 1080p image, however, but it doesn't look like 720p either. I think this combines with their AA method to create a very soft, but reasonably sharp, image.
I know some people on here that just won't accept what's going on here IQ wise, but I really think it works pretty well. It's Xbox One we're talking about here - they had to make sacrifices somewhere and I think they've selected the right ones.
Likely hardcore PS4 fans? I dunno, but it's rather disheartening when considering how much time and effort goes into producing these videos. I'm sure Remedy feels much much worse when reading reviews like Giant Bomb and Gamespot after pouring YEARS into the game, though.
Yep! I wish we HAD the PC version already but, no dice.
It's not like ShadowFall in that the final frame is never actually a full 1920x1080 pixels. Killzone actually tracks specific pixels and objects while using associated motion vectors to calculate its final image. The method used by Remedy appears to work on a full-scene basis instead. As a result, the image quality varies heavily based on the previous frames the game has to work with meaning that results are generally inconsistent.So does that mean native 720p in motion, native 900p when stationary, as DF alluded to in the previous analysis, both still requiring up-scaling? Or does it mean reconstructed native 1080p pixels in all situations, but with varying degrees of quality dependant on reconstruction time and accuracy? This is the bit I'm not quite sure on, and that even Remedy's own statement doesn't quite clarify, unlike Guerilla Games statement on Shadowfall for example, which was far more detailed and explanatory.
Duly noted. Just wanted to toss in some thoughts on that as I was kinda high on the gameplay itself. I actually like Alan Wake but found it to be highly repetitive and wanted to note that Quantum Break feels very crafted in comparison with less chaff.though it could do without the weird review-style editorializing about Alan Wake
It reminds me a lot of Shadow Fall and Infamous. Both first gen games with native 1080p res. Both games look the same or even better then QB!
It's really clear now that the Xbox One can't handle high quality graphics at higher resolutions/framerate.
It reminds me a lot of Shadow Fall and Infamous. Both first gen games with native 1080p res. Both games look the same or even better then QB!
It's really clear now that the Xbox One can't handle high quality graphics at higher resolutions/framerate.
We're seeing similar concessions with Uncharted 4 - not exactly a native 1080p presentation.It reminds me a lot of Shadow Fall and Infamous. Both first gen games with native 1080p res. Both games look the same or even better then QB!
It's really clear now that the Xbox One can't handle high quality graphics at higher resolutions/framerate.
We're seeing similar concessions with Uncharted 4 - not exactly a native 1080p presentation.
Infamous and KZ aren't doing real-time GI either.
We're seeing similar concessions with Uncharted 4 - not exactly a native 1080p presentation.
Infamous and KZ aren't doing real-time GI either.
Don't take my word on it as I haven't seen it myself but I recall there being some very recent discussion suggesting that ND is using some sort of reconstruction for SP to achieve 1080p. Again, I haven't seen it so I cannot say.Woah there! That's some pretty big news. UC4 is not native 1080p?
Don't take my word on it as I haven't seen it myself but I recall there being some very recent discussion suggesting that ND is using some sort of reconstruction for SP to achieve 1080p. Again, I haven't seen it so I cannot say.
Don't take my word on it as I haven't seen it myself but I recall there being some very recent discussion suggesting that ND is using some sort of reconstruction for SP to achieve 1080p. Again, I haven't seen it so I cannot say.
Please provide a link or this is just tales feom your a...
They do some strange things to make indirect shadowing appear better than it normally would if it was rendered at whatever resolution they can render it (probably something low). It results in artifacts that sometimes show up as faint looking patterns over things and I think that combined with video macroblocking makes it look like resolution is lower in those places.Don't take my word on it as I haven't seen it myself but I recall there being some very recent discussion suggesting that ND is using some sort of reconstruction for SP to achieve 1080p. Again, I haven't seen it so I cannot say.