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J_Allard said:
Zekkyou said:
SvennoJ said:
The overall result is more pleasing than GT6's 1440x1080 upscale, at least when you walk at normal speed. This is the first time I see a full screen approach being used to make a compromise between 1080p30 and 720p60. I've been posting the worst case scenarios to figure out how they do it, but it actually looks quite nice while playing.

It's amusing he claims the criticism against Titanfall's visuals to be because it's a "MS exclusive", yet he himself only criticizes Killzone as being lathered in grease, but says Titanfall's visuals are "fine".

Hypocrisy is a beautiful thing :P

You seem confused, not sure how. This entire thread is full of discussion about how the game achieves the 1080p illusion, and how it only works when you're standing still. Because when you move, things start getting very blurry. How you tie this to Titanfall is beyond me, it doesn't have that issue.

Ok let me try to show you the diference between upscaling and blending.
I took a screenshot of KZ SF multiplayer under normal conditions (was circle strafing) with it's temporal 960x1080 upscaling method. Resampled it to 1408x792, and upscaled back to 1920x1080 using paintshop. Then cropped to match your browser's native resolution for comparison. Now if KZ is always very blurry in motion, there shouldn't be any difference with 792p upscaled correct?

Upscaling always adds blur, Blending 2 960x1080 generally delivers dot for dot display resolution.

JoeTheBro linked me this excellent 60mbps video with the blending effect:
http://killzone.dl.playstation.net/killzone/kzsf_multiplayer/KZSF_HIGHTBITRATE_H264.zip
It's not the end result, since they added motion blur to the final game and probably some cutbacks in lighting, yet all the better to see the capabilities of the blending effect. It almost looks as good as the single player. You can only really see it if you pay close attention to the outlines of foliage while he runs past them, pause it at the right time and you see the tell tale signs of the vertical lines from a previous frame.

If the computing cost is the same between 792p60 and temporal interlaced 1080p60, than the latter is preferable.