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SvennoJ said:
TheMessiah said:
Digital Foundry update on Remedy response.

So here is why The static pixel count was inconclusive for DF. Clever Remedy,


In effect, we are seeing the technique used in Alan Wake on Xbox 360 as an initial basis - a sub-native resolution paired with excellent 4x MSAA. But crucially, on top of that, visual information from four previous frames is integrated into the current one to increase perceived resolution - explaining how standard pixel counting on static scenes produces a higher result. We'll have more on this, along with a deeper look at Quantum Break's remarkable visuals in our upcoming launch coverage.

Ahh, I guess they limit it to static or very slow moving scenes, as a 133ms window is way too long to use any previous information while moving. I guess we need a new category, Netflix quality, good at still imagaes, blurry in heavy action scenes.

 I don't think they limit it to anything. It will be a softer image than 1080p the traditional way. But it may also have less blocks than 1080p ( Forza 6 for example ). I remember originally Remedy said it was native 900p. Then in January they said native 1080p. This method sounds like the best way for performance and handling the extra effects, ambient occlusion and particles all together.

I suppose they could have gone halo 5s dynamic solution, but they obviously feel technically and visually for the player this is the better balance. Alan Wake looked better than most games last gen for resolution. Its good to see a progression of their previous tech.