PLASTICA-MAN
Member
http://www.playstationlifestyle.net...-pro-support-confirmed-enhancements-detailed/
Fingers are crossed for a native announcement
Post 435
http://www.playstationlifestyle.net...-pro-support-confirmed-enhancements-detailed/
Fingers are crossed for a native announcement
Has anyone referenced the following article for a Ratchet and Clank PS4 Pro upgrade announcement?
http://www.playstationlifestyle.net/2016/09/08/devs-talk-ps4-pro-hdr-future/
On Pro we will render 2 times more internal pixels and we will add volumetric fog. We have nice pixel density on regular PS4, comparable to those from Playroom VR and Worlds
If you are interested how Bound is handled in PSVR and know more about the development, and pitfalls of VR game production please check this video that I recorded two days ago:
http://www.youtube.com/watch?v=hg4Ti7rFmqA
Here's the second part:
http://www.youtube.com/watch?v=nlrBBRp5p00
Thanks!
Thank you
1.4x framebuffer is used to boost up antialiasing quality in the center of the PSVR screen. It means that we render to 2688 x 1512 screen. Basically in VR the worst you can get is aliasing because it hurts your eyes. On the other hand the image can't be blurry since it will also hurt your eyes but in different way (you won't be able to catch the focus). That's why we decided that we need push hard to have the best possible rendering in PSVR. Super simple pipeline + 4xMSAA and we are there. The only thing is the sahdows aliasing. If VR will be popular, then I believe new techniques will pop out.
Yeah I'll skip that answer for a better time. But imagine this 4K photomode - almost ready for HQ prints .
Thanks again for kind words - the team is reading and appreciates that!
Bound rendered in 4K for PS4 Pro PSVR? I know it was already being rendered at 2688 x 1512 for PSVR on PS4. so 2X that would be 4032 x 2268
It's the kind of game I expect would have a shot at native 4K due to its S imple but very effective aesthetic. That said, your math is dubious. 2688 times root two is just over 3800, and the vertical dimension is similarly off at around 2138. Still a solid case for a native 4K frame buffer.
Ratchet and Clank is screaming out for a 1080p60 pro upgrade.
You sure about that? I take 2X the resolution to be + 50% both ways
That's a really rough approximation. 1.5 * 1.5 = 2.25 instead of 2. The square root of two is a lot closer to a 41% increase at 1.4142135...
Hi,
I'll write about Bound on PRO. Bound will run in hybrid mode. During normal gameplay we will be using 2160P 60Hz MSAA x2 upscaled from MSAAx8 . It means that geometric quality of rendering will be exactly the same as native 4K, but textures will be sampled for block of 2x2 pixels. In our game we are using almost no textures so the difference is hard to see in motion.
On the other hand we use native 4K in photo mode, which is amazing! We have regular trips to our SUHD screen of people trying to play with new photo mode features.
As for VR. We enabled new effects in VR like volumetric lights. On top of that we are rendering sharper shadows - which are crucial in VR and rendering to 4K internal screen which is then supersampled to 1080P display in PSVR. We can do 4K rendering for PSVR since there are still unused black spots that saves us 15% of bandwidth. In native 4K we have places in the game that run at about 50 fps, and that's wy we decided to not use it.
Thanks in your interest! If you have Bound and PSVR, then you already have a free patch that enables VR for our game. Go and check it out
Hi,
I'll write about Bound on PRO. Bound will run in hybrid mode. During normal gameplay we will be using 2160P 60Hz MSAA x2 upscaled from MSAAx8 . It means that geometric quality of rendering will be exactly the same as native 4K, but textures will be sampled for block of 2x2 pixels. In our game we are using almost no textures so the difference is hard to see in motion.
On the other hand we use native 4K in photo mode, which is amazing! We have regular trips to our SUHD screen of people trying to play with new photo mode features.
As for VR. We enabled new effects in VR like volumetric lights. On top of that we are rendering sharper shadows - which are crucial in VR and rendering to 4K internal screen which is then supersampled to 1080P display in PSVR. We can do 4K rendering for PSVR since there are still unused black spots that saves us 15% of bandwidth. In native 4K we have places in the game that run at about 50 fps, and that's wy we decided to not use it.
Thanks in your interest! If you have Bound and PSVR, then you already have a free patch that enables VR for our game. Go and check it out
We will be making official announcement soon, so I'll drop couple of native 4K photomode shoots PNG's for you to take a look. They are huge - 12 - 16 MB each
We will be making official announcement soon, so I'll drop couple of native 4K photomode shoots PNG's for you to take a look. They are huge - 12 - 16 MB each
Hi,
I'll write about Bound on PRO. Bound will run in hybrid mode. During normal gameplay we will be using 2160P 60Hz MSAA x2 upscaled from MSAAx8 . It means that geometric quality of rendering will be exactly the same as native 4K, but textures will be sampled for block of 2x2 pixels. In our game we are using almost no textures so the difference is hard to see in motion.
On the other hand we use native 4K in photo mode, which is amazing! We have regular trips to our SUHD screen of people trying to play with new photo mode features.
As for VR. We enabled new effects in VR like volumetric lights. On top of that we are rendering sharper shadows - which are crucial in VR and rendering to 4K internal screen which is then supersampled to 1080P display in PSVR. We can do 4K rendering for PSVR since there are still unused black spots that saves us 15% of bandwidth. In native 4K we have places in the game that run at about 50 fps, and that's wy we decided to not use it.
Thanks in your interest! If you have Bound and PSVR, then you already have a free patch that enables VR for our game. Go and check it out
Thank you for the clarficiation here. I added Bound to OP.
Wait a dev coming here explaining things about the game? That's GREAT!
Just because of that I'm buying Bound as soon as I get home (Next weekend) and will play it on Pro, I have just one question :
What happens if I play on a 1080p TV? Does it know and adjust accordingly?
It's native 4K for VR but for normal play they are sampling pixel quads.
Hi,
I'll write about Bound on PRO. Bound will run in hybrid mode. During normal gameplay we will be using 2160P 60Hz MSAA x2 upscaled from MSAAx8
I though he said:
Isn't 2160P 60Hz Native 4K?
I though he said:
Isn't 2160P 60Hz Native 4K@60FPS?
Seems like they're using 8x MSAA at 1080p then scaling that up to 4k(not sure the method), which gives them native 4k 2x MSAA quality for geometry.
The geometry mesh is the same as it would be in 4K but the texture sampling is using less samples. (I think) .
Hi,
I'll write about Bound on PRO. Bound will run in hybrid mode. During normal gameplay we will be using 2160P 60Hz MSAA x2 upscaled from MSAAx8 . It means that geometric quality of rendering will be exactly the same as native 4K, but textures will be sampled for block of 2x2 pixels. In our game we are using almost no textures so the difference is hard to see in motion.
On the other hand we use native 4K in photo mode, which is amazing! We have regular trips to our SUHD screen of people trying to play with new photo mode features.
As for VR. We enabled new effects in VR like volumetric lights. On top of that we are rendering sharper shadows - which are crucial in VR and rendering to 4K internal screen which is then supersampled to 1080P display in PSVR. We can do 4K rendering for PSVR since there are still unused black spots that saves us 15% of bandwidth. In native 4K we have places in the game that run at about 50 fps, and that's wy we decided to not use it.
Thanks in your interest! If you have Bound and PSVR, then you already have a free patch that enables VR for our game. Go and check it out
I heard in a podcast that Viking Squad was native 4K 60 on PS pro at launch.
This is what I found
https://t.co/i1cqzyfDNY
Literally the only reason I am considering NBA 2k17 is because of native 4k but I want to wait for cheaper price
You understand it right. Multisampling works like this - it shades one pixel, but samples against the edge of triangle multiple times. That's why if we upscale 1080P up to 4K we have 2x2 blocks of shaded pixels but the edge samples can be distributed in such way that each sample fits in correct 4K pixel. So:
1080P 4XMSAA can be resolved to 4K without MSAA
1080P 8xMSAA can be resolved to 4K with MSAA 2x (2 samples for each pixel in 4K)
1080P 16xMSAA can be resolved to 4K with MSAA 4x and so on.
The question is - why others do checkboard and different techniques? Because they mostly use deferred rendering with temporal supersampling antialiasing (TSAA). We use old classic forward because it's faster, but you need to have super simple shaders. And then MSAA is easy to implement.
Basically having own tech for VR stuff is crucial IMHO, because you want to have control over the whole pipeline and do a lot of stuff in parallel. In case of Bound there's a lot of things on screen that can be done in parallel, like ocean of cubes, all the deformations. It's mostly the character that needs to have zero delay.
And to clarify on VR resolution:
We use so called fovated rendering, but the name can differ depending on vendor.
It looks like this:
you have 1Kx1K res for the center of one eye
next 1Kx1K res for the whole image of one eye
So, given 2 eyes we have four 1Kx1K . On regular PS4 we multiply them by 1.5x factor
on PRO we use 2x multiplication so we have four 2Kx2K textures.
In the end you combine those two images into one single
960x1080 eye image
So if you have better input textures then you will have supersampled eyes in the end.
Wow. I knew SSM was a really skilled studio, knowing their tech very well. I can't wait to see what your studio would do with GOW4 on PS4 PRO. You already pulled a kind of secret "HD" mode with GOW2 on PS2. I hope you do another wonder with GOW4 on PS4 PRO.
I think he is from Plastic
That's absolutely correct.Taking advantage of MSAA in this manner is great way to get some of the perceived benefits of increased resolution while controlling both GPU and memory bandwidth costs. It's worth keeping in mind that it's not just texture sampling that takes place at 1080p but also lighting and any other fragment shader work normally done on a per-pixel basis with the sole exception of geometric coverage.
Literally the only reason I am considering NBA 2k17 is because of native 4k but I want to wait for cheaper price
That means that IMHO this game doesn't really belong in the OP list. Still it does serve as a great reminder that the borders of resolution differences aren't as clear cut as many would like to draw them. The Pro opens up a multitude of ways to improve image quality (not just) for 4K owners. It is a clever upgrade at a nice price performance ratio.
Rez Infinite is native 4k as well
This and better TAA would be very nice upgrade.Ratchet and Clank is screaming out for a 1080p60 pro upgrade.
Yup, this paper describes the idea nicely.The geometry mesh is the same as it would be in 4K but the texture sampling is using less samples. (I think)
Killing Floor 2 on PlayStation 4 Pro Runs at 1800P (3200 x 1800) with Checkerboard Rendering & Ultra Textures
It seems they couldn't reach native 4K but I would opt for what they did: ultra settings at high resolution and maintain the 60 FPS.
..Here is a new gameplay video captured on PS4 Pro.
https://www.youtube.com/watch?v=1YL3SMkGy3A&feature=youtu.be
Killing Floor 2 on PlayStation 4 Pro Runs at 1800P (3200 x 1800) with Checkerboard Rendering & Ultra Textures
It seems they couldn't reach native 4K but I would opt for what they did: ultra settings at high resolution and maintain the 60 FPS.