mutantsushi said:
I think even when power is increased somewhat, true 4k takes such a toll that unless there is a huge excess of power, using checkerboard rendering is going to be highly attractive... Because you will be able to increase FX and FPS just that much more. From what I expect of Scorpio, sure, while it may be capable of true 4k... It will probably be better off using it's power for FX and/or 60 fps. Actually, I was trying to think of what would be in-between checkboard and true 4K... And remembered what I believe is called foveated rendering, more common in VR development, with the idea to take advantage that your eye only has high resolution in a very narrow 5 or 10* cone (in VR, rapid eye tracking was meant to allow only rendering the center at high resolution, the rest can be blurry because it is just meant to transmit light/motion/color). It seems like it would be a useful increase in fidelity to a checkerboarded 4k field, and completely render EVERY pixel in a circle covering the middle 1/4 of the screen or so (maybe a slightly wider oval), i.e. where you generally want the center of your attention to be at. The rest still is being rendered in normal checkerboard fashion, so the fact there is no eye tracking isn't critical, but when you ARE looking at the center of the screen, you get the benefit of true 4K resolution. Except it's only 2/3 of true 4K workload.
I'm not so familiar, but it seems possible similar concept could apply for color information, it could be possible to reduce the color resolution outside a central circle/oval, perhaps a larger circle than above, but basically render full 4:4:4 color resolution inside it, and reduce to 4:2:0 outside?
Both of these seem like they would be applicable more to 1st person games where you swivel the head view (in game) around on a regular basis, which partially substitutes for actual head/eye movement when playing a game presenting an otherwise fixed screen view.
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Chroma subsampling, or 4:2:0 downsampling only helps with compression. No point to that process for rendering a game. Same with pentile displays not giving any advantage to rendering even though color information is reduced to half.
Foveated rendering could certainly work in racing games, and for any portion of the screen that is going to be motion blurred or receive dof anyway. In racing games most of what you're flying by is heavily blurred, only the competing cars and distant track need to be fully rendered. In FPS it might be easier to spot, yet even so, human sharp vision is very narrow, only a few words wide in a sentence at a time. Assuming you're looking near the center 99% of the time is not a bad assumption.


Color is more visible away from the center, yet reducing color resolution just doesn't help rendering.