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Guitarguy said:
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.

Ahh understood :)

Native 4K is difficult, especially at 6TF. I don't think we will be seeing The Witcher III at a solid native 2160P on Scorpio. So if we had the same game on Pro and Scorpio running on checkerboard 4K(Pro) then the Scorpio version would theoretically be at maximum 3264x1836 due to the power difference ratio?

Yes, if we follow the numbers XBox One 1.31 tf to ps4 1.84 tf, that's a 1.4x increase which usually comes down to 900p vs 1080p, a 1.44x increase in pixel count. The ps4 pro 4.2 tf x 1.4 = 5.88 tf. Scorpio has a target of 6 tf is all we know, 1.43x increase, pretty similar difference. Maybe it can push 3296x1854 a 1.47x increase in pixel count over checkerboard 4K, yet that's still under 75% of what's needed for native 4K. Some scaling will be needed.
So indeed, a game that runs at 1/2 4K on ps4 pro can run at about 3/4 4K on Scorpio.

Of course all this might be pointless speculation when games are made for the 70 million base ps4 owners and ported to the niche pro and more niche Scorpio. Yet the pro comfortably doubles the ps4, while the Scorpio falls short of quadrupling the ps4. Stable checkerboard vs unstable native 4K might be the result. Now any XBox One game that comfortably runs at 1080 should be able to reach native 4K on Scorpio I would think.