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.
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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.
(images)
(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
(image)
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Yes, temporal blending is a good choice when it's possible, for stationary and very slow apparent motion, as besides giving better results it's even more lightweight than interpolation.
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