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SvennoJ said:
Alby_da_Wolf said:
 

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.

I guess the simple interpolation comes into play when the temporal blending is not possible, when for example rotating. Another example of stationary vs spinning.

(Pressing take screenshot randomly until I had an image facing the same way, while I'm spinning left on the spot) Not a full screen effect either as the gun stays sharp, selective linear interpolation.

The stationary picture can only be sharp if they use temporal blending. These are the 2 extremes of the algorithm they use. While strafing and walking you get a combination of the two techniques with varying results.

Anyway the stationary blended 1080p pictures still don't come close to singleplayer

When rotating quickly.

Apparently the temporal reprojection works when you stand still and rotate slowly, my former png is from a slowly rotating view.

I agree with you last phrase but maybe it's not only because of the temporal reprojection but it's also because the MP assets are worse than in the SP.