Phil has seen things. Cool things.
Plural... that means
more than one thing
!
Phil has seen things. Cool things.
This makes little sense. Analysis shows that when at 3840x2160, Assassin's Creed Origins is using CBR. According to the developer, it is not always at 3840x2160. My assumption was that, no matter the buffer size, it always uses CBR. I believe this because that's what other dynamic CBR games do.
I also believe it because the alternative you're proposing seems perverse.
You say the game might not use CBR when the buffer is below 3840x2160, say at 3760x2115. But think about what you're actually claiming there: that the game can natively render 7.95m pixels, but instead of upscaling the last 342k, instead clicks on CBR to natively render 4.15m pixels and then reproject the other half. I mean, this isn't physically impossible, but I can't think of a single benefit should a developer make this choice.
Phil Spencer is a replicant confirmed
Phil has seen things. Cool things.
Phil has seen things. Cool things.
It hasn't received FCC Certification yet. I don't think you can put up something for pre-order without it.
Because my life is a wretched empty husk and my parents didn't love me and so I seek approval or hatred just to feel alive.
Phil has seen things. Cool things.
I would love portable Halo mp but I have a slight concern about the face buttons on the switch as it relates to halo controls especially mobility. I think splatoon will be a good test. Did anyone here try the beta? Is it a valid concern?
I don't think this is true. Do you have links to developers using the term in that manner? In any case, for the game we're actually talking about, it uses reprojection in a checkerboard pattern, so that's what I'll use "CBR" to mean from here out.CBR is a generic term for starting with a checkerboard pattern to render pixels and then doing something to fill in the gaps.
Among others, Deus Ex: Mankind Divided, Call of Duty: Infinite Warfare, and Battlefield 1.What games use dynamic CBR that you are referring to?
But this doesn't make any sense. CBR can only double the number of pixels, so if you shade more than half, you'd be throwing away some of them just to replace them with reprojected versions, a waste of processing power.All I am discussing is the process of starting with some sampling pattern to render some subset of the pixels, then using reconstruction to fill in the gaps. In the first part of the process you can do a checkerboard pattern and then fill in some portion of the missing pixels before using reconstruction to fill in the rest.
But for the actual game we're discussing, CBR explicitly means reprojection of half the pixels, not some generalized class of methods. Given that fact, your suppositions and imagined techniques are superfluous.There is nothing preventing a dev from using CBR + dynamic GPU load balancing to scale upwards towards native 4k.
Man it would be cool if 343i have been secretly chipping away at the MCC to get it all running perfect, then a 4K Scorpio patch on top.
Probably just announce a patch for Halo 5 at Gamescom though.
Oh god how I'd love to play Witcher 3 on an XOX.
It's the only game this gen which I've considered to be too ambitious for my PS4.
Stephen Viljoen said:Yes, Project CARS 2 will run 4K / 60 natively on Xbox One X. [...] We are not ready to define the exact resolution on PlayStation 4 Pro yet.
Phil has seen things. Cool things.
Project Cars 2 will be native 4K and 60 fps on Xbox One X. PS4 Pro resolution not decided yet.
https://www.gamersnet.nl/nieuws/201..._op_xbox_one_x_playstation_4_pro_nog_onzeker/
Project Cars 2 will be native 4K and 60 fps on Xbox One X. PS4 Pro resolution not decided yet.
https://www.gamersnet.nl/nieuws/201..._op_xbox_one_x_playstation_4_pro_nog_onzeker/