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I have to say: it's disappointing to see the absence of a comparative id buffer/CBR tech solution of PS4 pro inside the ps5

Jigsaah

Gold Member
Hazed? Uh honestly don't think so. DF has even did a video about DLSS Vs CBR and a bunch of other where they even said 4K CBR is comparable to native 1800p in sharpness.
No, but that's because they are from different eras. Last gen had DLSS 1.0 but it was largely overlooked because the quality was not good and devs on console didn't use it as far as I know. Now DLSS 2.0 (and hopefully AMD's eventual equivalent) is more likely to gain popularity and CBR has pretty much fallen into obscurity.

I think it's kind of expected that with the power of these new consoles, especially very few next gen games, CBR is just not in the conversation anymore. Why the OP wishes it was there is lost on me. The PS5 can do native 4k in alot of games and it's going to get better as devs learn more about the architecture and refine their methods.
 
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sn0man

Member
Works with pro bc so it’s there. Question is does it have a next gen equivalent. It’s possible it wasn’t worth the trouble due to more potential from bespoke software solutions.
This is sort of my guess. Microsoft designed the 360 to be able to render 720p with native MSAA based on certain hardware in that console. By the end of the 360 generation many developers had developed their own software solutions and had largely abandoned the MSAA technique.

I am sure cbr is there but is mainly there for backwards compatibility completeness. Unless they added additional specs it might not do more than the resolutions that the Pro did, and as a result could be outclassed.
 
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assurdum

Banned
I mean what are you talking about?
PS5 hardware supports CB rendering.
I don't say doesn't support it at all. I never heard about an equivalent solution in the ps5 hardware by Cerny or Sony, which make me think they abandoned this route.
 
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assurdum

Banned
Probably CBR results were not that promising... too blurring.
Like I said I'm not invoking the older CBR at all costs but an evolution of it as DLSS 1.0 and 2.0 on Nvidia. Abandon it completely seems a waste. And in any case I disagree. The main issue of CBR is not the blurriness but more the aliasing.
 
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sircaw

Banned
I feel your pain op, the number of sleepless nights I have faced over the exact same issue.

You should see the bags under my eyes, sigh "lollipop_disappointed:
 
Like I said I'm not invoking the older CBR at all costs but an evolution of it as DLSS 1.0 and 2.0 on Nvidia. Abandon it completely seems a waste. And in any case I disagree. The main issue of CBR is not the blurriness but more the aliasing.
That hardware (Id Buffer) that is (partially) rendering the CBR can also be used for others usefull things like TAA (Temporal Anti aliasing).
 
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Panajev2001a

GAF's Pleasant Genius
I don't say doesn't support it at all. I never heard about an equivalent solution in the ps5 hardware by Cerny or Sony, which make me think they abandoned this route.
I think the ID buffer is still there, it sounds harder to emulate for PS4 Pro BC than having it to be honest.
 
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UnNamed

Banned
Gran Turismo 7 uses CBR for RT reflections, so I don't think Sony has given up with that technology. But for a mere upscale, DLSS-like techs are the only way.
 
Yes they are unlikely not to have it as they've not mentioned it, just like they don't have VRS either (that's confirmed by the way).
 
I don't say doesn't support it at all. I never heard about an equivalent solution in the ps5 hardware by Cerny or Sony, which make me think they abandoned this route.

How do we know the ID buffer is absent in the PS5?

Given the BC solution is hardware based, I would presume the ID Buffer to be present. Otherwise BC games using it for the Pro wouldn't run at all in Pro mode on the PS5.
 
Claiming x doesn't exist because it's not talked about is not common sense. That's just utter nonsense

Surely you've heard the phrase absense of evidence is not evidence of absense
We are talking about features in a console that your direct competitor has already talked about. It doesn't take a cosmologist to work out the only reason they haven't spoken about it is because they don't have said features. That's where the common sense part comes in. It makes zero sense for it not to be mentioned.
 

RaySoft

Member
I don't say doesn't support it at all. I never heard about an equivalent solution in the ps5 hardware by Cerny or Sony, which make me think they abandoned this route.
Why would they? CBR were used since it's basicly just required half of the processing power you needed to reach 4k native. It would be a shot in the foot if they were to highlight CBR for the PS5, wich is a 4k console.
With a more powerfull CPU and much higher res. compared to PS4 games overall, it's now better to use dynamic res. compared to running locked 2k CBR.
 
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TonyK

Member
Another thread where people say 1440p is sharp and difference with 4k is not noticeable. Or your TVs are too small, or they are too far, or your eyes are too old. Choose one.
 
We are talking about features in a console that your direct competitor has already talked about. It doesn't take a cosmologist to work out the only reason they haven't spoken about it is because they don't have said features. That's where the common sense part comes in. It makes zero sense for it not to be mentioned.

And what's the point of going on about a feature that's currently a WIP?
 
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Hugare

Member
Devs are using their own sollutions (like Insomniac) with excellent results

Yes, It's sad that CBR was left over after such a small time, but that's the tech industry for you

CBR in God of War specifically looked mighty impressive. Also in Detroit.
 

Spukc

always chasing the next thrill
Pretty sure the the thermal gain would influx the max capacity of the cpu pipelines hence rendering the raw gain for the DKP pointless.
 

01011001

Banned
That's totally wrong. RDR2 uses CBR. Doesn't fully resolved at 4k because TAA interfers with the CBR reconstruction. TAA should be applied after CBR but the engine not allow it because TAA is "tied" to the native IQ for bizzarre reasons, so CBR reconstructs the IQ with the TAA applied and the final result is not a proper reconstruction. Even on pc we can't disable TAA without MOD (don't know if they fixed it via patch).

well, ok, so the final image looks like 1920x2160 then, basically...

still, I mentioned it in the first place because it's not fair to use it as an example on why CBR is bad. it didn't really do it any justice.

CBR can look almost native when done correctly (Dark Souls), other temporal upsampling methods never do look native at all, some come close in select scenes (Ratchet and Clank) but in most scenes the illusion breaks.

also CBR doesn't need special hardware, many games on One X use it, and RE8 also uses it on the new consoles (at least on PS5), just because Sony said they have some magic secret sauce and the fanboys ate it doesn't mean that's true. I bet the Pro's hardware helped offloading some of the performance impact it would have compared to non-specialised hardware but it's most likely not doing that much
 
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T8SC

Member
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