By using this site, you agree to our Privacy Policy and our Terms of Use. Close
SvennoJ said:

Yes, that's what I meant by interpolate the non rendered squares using the rendered squares. But I also thought I had read something about temporal interpolation in the Eurogamer article. In static scenes the info from the previous frame can also be used.

Btw I doubt that Scorpio can do native 4K when the same game uses checkerboard 4K on ps4 pro. The ratio between pro and scorpio is about the same as between ps4 and One. Either the pro version will run smoother with more effects or the scorpio version will need to upscale somewhere too. The equivalent checkerboard 1080 is only 72% of 900p, or by the same ratio Checkerboard 4K and about 3264x1836 on Scorpio.

Thats something I have been thinking of. The power diff. between the scorpio and the PS4pro is abiut the same as the PS4 to XB1. Whats funny about t is that if MS goes for native 4k, then the Pro veesion of games will actually run smoother with more effects. And we will hsve a new argumemt on our hands. Where people look at both and say, the scorpio looks a little bit sharper but the Pro has better overall effects and maintains  a higher average framerate. 

mutantsushi said:
JRPGfan said:

I wish PC graphics cards could do this tbh.

Games just need to be coded to use this upscaling technique.  That applies to PS4 Pro as well, they need to use the technique.
I believe I saw a quote from developer Jonathan Blow saying that in fact it isn't 100% free in terms of GPU resources, it's just very efficient, and that depending on the game engine design being used, alot of the data needed to support the calculation will already be generated.

And while PS4 Pro currently has custom hardware which makes it more efficient to use this technique, I'm guessing that even without that hardware, it may still be worthwhile to use, as in more effective than trying to render 2x the number of pixels.   So it will probably show up in PC too.  AMD or even NVIDIA will probably make the fixed-function hardware available, and even those without said video cards could enable the technique if they wish.

I think if it was something that could just be done in software with ease Sony wouldn't have bothered customizing their GPU and even going as far as patenting it just to do it. And what's really interesting is that every implementation of the tech we have seen so far on the PS4pro is still pre-release software. When devs start pushing out their Pro patches or games with the pro mode already baked in then we can see just how good this tech is. And like eveything with consoles, in time devs will find even better and more efficient ways to do it.