http://abload.de/img/kkkkrssr1.png[IMG][/QUOTE]
The glove's texture shows some significant difference, as do the HUD elements.
:uglyclap:
so are all XBO games 1080p native because the scaler generates a full 1920x1080 pixel progressive image.
:facepalm:
I don't care about 1080p. The multiplayer was blurry and difficult to focus on moving objects when sitting close on a smaller monitor.
Give us a 720p option if this is the only way to do 1080p.
I think the main problem with the tech is that it doesn't hit the FPS the trade-off was made for(and as a result looks worse?).
I wonder if this method could work on the X1; I see no reason why not. Might go a long way towards preserving good image quality in games without having to go with 720p, or maybe I'm oversimplifying things a bit.A good explanation and a genuinely impressive solution for when games need a little extra to reach a desires fps without simply lowering the internal resolution and killing the image quality.
All console gamers should be excited by this tech if they can find their way past the dick swinging contests.
As long as it's internally rendered at 1080p including black bars (which I think The Order is), then yes, The Order is native 1080p.
So lower res framebuffers to combine into a 1080p output.. not native.. end of discussion.
Not that it matters, there is a lot trickery going on in games to compose the final framebuffer. (image)
Well, it is true that rendering some elements to a lower resolution render target is a perfectly normal and well-recommended practice.
If Bluray movies have black bars,
are they not 1080p?
Now that's just silly. An argument could maybe be made for 900p vs temporal-reprojection 1080p but this is genuinly delivering much more (precise)data than 720p.I don't care about 1080p. The multiplayer was blurry and difficult to focus on moving objects when sitting close on a smaller monitor.
Give us a 720p option if this is the only way to do 1080p.
there is a difference, but we're talking shades of grey at this point. this reminds me of Remedy's response to Alan Wake's resolution.
Shadow Fall MP is creating unique frames made up of 2073600 unique pixels (1920 x 1080). It has the appearance of true 1080p under a number of conditions (something that upscaling never achieves), holding up to pixel counting under those circumstances (check out Dark10x's shots to see some of those best case scenarios).
Where it's 'cheating' is that half of those pixels are based on the previous two frames, rather than rendered traditionally. They are still calculating 1 pixel to 1 pixel of the 1080p output for each frame, but they aren't doing it the way we expect when we hear 'native 1080p' and hopefully in the future we won't see this again without being told upfront.
GAF noticed when certain games were not native 1080p. Like what happened with Ghosts. The developers had said it was 1080p, and unpatched, it wasn't, and we called it out. Here, we noticed something was up, but not what. Which is fair enough because it was a brand new technique we didn't know how to identify.
Now we do, so hopefully developers will realize that they can't pull the wool over our eyes the same way.
It is different to scaling. It is native 1080p... but it gets there using reprojection, so it's not true 1080p in the sense we expect, even though under certain conditions it looks almost as good as true 1080p.
I don't know the bandwidth requirements but based on the February '13 post-mortem on the KZSF demo they have a 800MB MRT. And that was the SP.I wonder if this method could work on the X1; I see no reason why not. Might go a long way towards preserving good image quality in games without having to go with 720p, or maybe I'm oversimplifying things a bit.
But it's not ... the native res of the game is 1920×800. including both black bars they get 1920x1080. Means the game information is showed only in 1920x800 pixles the reaming are just black (no game info).
The output signal will be 1080p, so a FULL-HD TV can display it 1:1, but the games itself is rendered on 1920x800.
It's still not native.. it can be because of any factors, no time, no budget, not enough power.. fact is that they temper with the composition of the final image.
And that they forgot to tell this to us..
But it's not ... the native res of the game is 1920×800. including both black bars they get 1920x1080. Means the game information is showed only in 1920x800 pixles the reaming are just black (no game info).
The output signal will be 1080p, so a FULL-HD TV can display it 1:1, but the games itself is rendered on 1920x800.
I aint mad. Better than that MS guy saying "you do know xbox one outputs at 1080p, right?" or something like that. pls post that tweet lol.
It's work in progress. It'll be refined. It sounds like they were implementing it last moment.
Good response, should have said before and not after though, considering this is the age of pixel counters and this was going to see the light sooner or later.
Now it would be nice that other developers told if their games are fully rendered at the resolution they say or only part of the pipeline is.
It's hilarious how people go bonkers over this. What Guerrilla is doing is actually an ingenuous, really advanced method of achieving the same goal. I mean nobody actually noticed it wasn't "native" for months, did they?
I think that's what you call 'baffling people with science'
There's no need to turn this into a console war thread.
I think the main problem with the tech is that it doesn't hit the FPS the trade-off was made for(and as a result looks worse?).
GG: We recognize the communitys degree of investment on this matter
So, this make two times in a row that digitalfoundry make mistakes about PS4 games?
I remember seeing (bad, compressed) footage of the gun sway when running. Based on the description above that the point in the animation where the gun reaches its peak and sways downwards you should expect artifacts.So do you think with this technique every time you change direction the pixel predictionshistory would be wrong and result in a bad frame?
This reminds me of Halo: Reach and its use of Temporal AA resulting in artifacting and other ghosting problems when in motion. People notice issues with these temporal techniques. They're clever but less than ideal, I hope GG doesn't utilize in their next title.
i agree. this explanation, while interesting and innovative, shouldn't have been reactionary. they should have detailed the process during development.The up scaling technique may be better, but they still were dishonest and misled everyone....even if they're trying to skirt around it. They knew what people expect "native" to mean. Unfortunately this may happen a lot this gen.
If Bluray movies have black bars,
are they not 1080p?
But it's not ... the native res of the game is 1920×800. including both black bars they get 1920x1080. Means the game information is showed only in 1920x800 pixles the reaming are just black (no game info).
The output signal will be 1080p, so a FULL-HD TV can display it 1:1, but the games itself is rendered on 1920x800.
Halo: Reach destroyed so many cutscenes with that crap. It looked hilarious every time someone crossed in front of the camera.
So it's "native" 1080p because the engine itself outputs a 1080p image, though not all pixels have been drawn the same way through the renderer of the game.
Nice explanation and nice of GG to speak clearly about this.