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SvennoJ said:
ethomaz said:
SvennoJ said:

As I suspected it does a combination of blending and upscaling depending on your movements.
(Tried multiplayer, got 600 points and 1 kill!)

vs turning

Seems the horizontal resolution is upscaled to 1920. (I was spinning around on my axis, turning fast enough to see upto 6 after images staring at the screen)

There is no upscale... each two frames creates a full 1920x1080 image.

There most definitely is while turning. I was spinning so fast that to my eyes I saw multiple after images of for example the green outlined soldier. My eyes were basically blending multiple of the 60fps images together. If the game uses frame blending while turning, the soldier would be twice in that shot.

While strafing it looks like they do a combination. Notice how the big black cables have an after image to the right while I'm strafing left. It's a bit mangled by the jpg compression, but you can still see the vertical black lines. That's from the previous frame, the cables are right in front of me and sliding by at high speed from my point of view. If the game didn't fill in the gaps you would see all striped cables, but it does fill in the rest of the cable where I am. So they use some kind of intelligent combination between frame blending and upscaling (or interpolating horizontally, whatever you want to call it). Perhaps based on the rate of movement some things get upscaled while the slower moving background gets combined with the previous frame.

It's far more computationally expensive then a simple frame blend. I wonder if maybe a horizontal upscale of a 1440x1080 might not have the same speed. Ofcourse this approach delivers the best visuals when you stand still or walk slowly.

Yes, artifacts are quite common with interpolation, particularly in motion and when using computationally lightweight interpolation methods, like linear ones. As I already wrode many pages before, most probably they had to use interpolation, and a simple one too, because the multiplayer version uses the cloud only as hub to route data packets between users, while it uses the players' consoles themselves as computational nodes.



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