SvennoJ said:
Imagine a checkerboard, black and white squares alternating. |
I don't think this is how it works. What you are referring to is similar to field rendering which is what the early PS2 games used(also why alot of early PS2 games looked jagged). It renders two alternating fields of scanlines(odd and even) per frame and combining the two to create a smooth motion. This allowed developers to render games internally at half the resolution(say 240i/p) and output at 480i/p(the standard back then) with enhanced frame rates.
https://www.youtube.com/watch?v=TGTR0G2xC1E
Checkerboard rendering is this:
It essentially averages the neighboring two pixels(diagonal from eachother) and reconstructs one parallel to both. I think this is the basis of it, although I have read it reconstructs 2 pixels for every 2 native pixels which makes sense as 4K contains 4 times the amount of pixels as 1080P(1080P is 1920 by 1080 whilst 4K is 3840 by 2160). There are no alternating pixels popping in or out like with field rendering. So you fill in the black empty areas with reconstructed pixels, giving you 4 times(as 4K/2160P has 4 times the amount of pixels as 1080P) the amount of pixels at much less expense to the GPU compared to native 4K







