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Forums - Gaming - Killzone ShadowFall Multiplayer runs at only 960 x 1080 resolution

VitroBahllee said:
Wow how strange is that, having the horizontal resolution but leaving the vertical resolution the same?


Never heard of that before.

Its been done before.

I've read Crysis 2 on PS3 was 1024x720.

A few CoD games on 7th gen run at 880x720.

I noticed Castlevania LOS2 was sub-hd just by looking at it. So I did a Google Bing search and found out its 1024x720.

I'm sure there are more examples out there.



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Dr.Henry_Killinger said:
J_Allard said:
On one hand this is no big deal, who fucking cares.

On the other hand it's goddamn hilarious to any regular user of this site who has had to sift through thread after thread of baiting, recycled BS regarding resolutions and frame rate. How many threads and posts have we witnessed going on about 1080p60 and how any real gamer can tell the difference and should accept nothing less? And it turns out that for months some of these guys championing this rhetoric were enjoying their 1080p60 Killzone 6 and even praising it for such here on this forum and it turns out even they didn't know it was actually not full HD, was a lower resolution AFAIK than RYSE of all games, and is actually 50fps and not 60.

I think this should render any future resolution and frame rate shenanigans null, void, and irrelevant.

You can't honestly believe that. This is literally the exact same situation as last gen except with role reversal. 


And the funny thing is all those PS3 owners had no problems buying inferior titles on their system. And now it is all of a sudden your considered crazy for buying anything on the XB1.



ethomaz said:
dane007 said:
@Puggsly Lol i don't know ,, KZ mp resolution begs teh difference since no one including me could have known that reoslution was slightly more then 720p but less then 792p. Its weaker but its holding its ground pretty well considering Ryse got mnomianted in the graphis category at teh recent gaming awards. Not to shabby for 500 machine with 40% less gpu power. Then again its not about speds,, its teh games and how fun they are ,, thats matter

What you see on your TV is 1920x1080p... I don't get your post.

ok in that case i play ryse on my tv and ryse is 900p but my tv displays 180p so i am ryse at 1080p according to yoru logic lol. my quite was tryign to say that now resolutions doesn't matter anymore as non of us could tell that kz mp was less then 720p. and was trying to tell puggsly that even though xbox one has weaker specs,, its still can hold its ground evident by ryse as it got nominatedd for graphics at dice awards.. Also try to point out its funny thta kz is in that resolution and not full hd despite having 40% more gpu power lol



MoHasanie said:
Uh oh, some of the Sony defense force has arrived to defend Sony's lie.


It's complicated (and pretty cool )

As far as PS4 verse XBONE goes, yeah it's 960X1080. That's what the game is rendering each frame.

However it's outputting a native 1920X1080 image. Ryse, COD, BF4, etc. all scale their framebuffer up to output at 1080p, but Killzone doesn't. This game is using data from the previous frame to fill in parts of the unrendered current frame. Ignoring an algorithm they have implemented that makes objects solid, the game is producing a similar effect to this:

That's two pictures alternating back and forth. One picture is of a cage, and the other is of a bird. By alternating back and forth, it creates the illusion that both pictures are one. Here's a more stable version I created myself:

That's essentially what Killzone is doing. It's alternating between two different sets of the 1920X1080 image. Each of those sets is 960X1080, but the full image is still 1920X1080. You could think of it like this:

Except instead of splitting the image into the left and right, it splits the image into even and odd pixel columns. Now there are some huge differences between these examples and the nitty gritty technical side of what's happening in Killzone, most of which make the game look a lot better such as removing the judder, but these should be enough to make people have a basic understanding of why killzone looks better than just a scaled 960X1080 image.





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JoeTheBro said:
MoHasanie said:
Uh oh, some of the Sony defense force has arrived to defend Sony's lie.


It's complicated (and pretty cool )

 

As far as PS4 verse XBONE goes, yeah it's 960X1080. That's what the game is rendering each frame.

However it's outputting a native 1920X1080 image. Ryse, COD, BF4, etc. all scale their framebuffer up to output at 1080p, but Killzone doesn't. This game is using data from the previous frame to fill in parts of the unrendered current frame. Ignoring an algorithm they have implemented that makes objects solid, the game is producing a similar effect to this:

That's two pictures alternating back and forth. One picture is of a cage, and the other is of a bird. By alternating back and forth, it creates the illusion that both pictures are one. Here's a more stable version I created myself:

That's essentially what Killzone is doing. It's alternating between two different sets of the 1920X1080 image. Each of those sets is 960X1080, but the full image is still 1920X1080. You could think of it like this:

Except instead of splitting the image into the left and right, it splits the image into even and odd pixel columns. Now there are some huge differences between these examples and the nitty gritty technical side of what's happening in Killzone, most of which make the game look a lot better such as removing the judder, but these should be enough to make people have a basic understanding of why killzone looks better than just a scaled 960X1080 image.

Ah interesting. That's pretty cool. I never knew it was so complicated. So its still 1080p but not 100% full HD? 



    

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MoHasanie said:
JoeTheBro said:
MoHasanie said:
Uh oh, some of the Sony defense force has arrived to defend Sony's lie.


It's complicated (and pretty cool )

 

As far as PS4 verse XBONE goes, yeah it's 960X1080. That's what the game is rendering each frame.

However it's outputting a native 1920X1080 image. Ryse, COD, BF4, etc. all scale their framebuffer up to output at 1080p, but Killzone doesn't. This game is using data from the previous frame to fill in parts of the unrendered current frame. Ignoring an algorithm they have implemented that makes objects solid, the game is producing a similar effect to this:

That's two pictures alternating back and forth. One picture is of a cage, and the other is of a bird. By alternating back and forth, it creates the illusion that both pictures are one. Here's a more stable version I created myself:

That's essentially what Killzone is doing. It's alternating between two different sets of the 1920X1080 image. Each of those sets is 960X1080, but the full image is still 1920X1080. You could think of it like this:

Except instead of splitting the image into the left and right, it splits the image into even and odd pixel columns. Now there are some huge differences between these examples and the nitty gritty technical side of what's happening in Killzone, most of which make the game look a lot better such as removing the judder, but these should be enough to make people have a basic understanding of why killzone looks better than just a scaled 960X1080 image.

Ah interesting. That's pretty cool. I never knew it was so complicated. So its still 1080p but not 100% full HD? 

You could think of it as the "feeling" of native 1080p.



MoHasanie said:
JoeTheBro said:
MoHasanie said:
Uh oh, some of the Sony defense force has arrived to defend Sony's lie.


It's complicated (and pretty cool )

 

As far as PS4 verse XBONE goes, yeah it's 960X1080. That's what the game is rendering each frame.

However it's outputting a native 1920X1080 image. Ryse, COD, BF4, etc. all scale their framebuffer up to output at 1080p, but Killzone doesn't. This game is using data from the previous frame to fill in parts of the unrendered current frame. Ignoring an algorithm they have implemented that makes objects solid, the game is producing a similar effect to this:

That's two pictures alternating back and forth. One picture is of a cage, and the other is of a bird. By alternating back and forth, it creates the illusion that both pictures are one. Here's a more stable version I created myself:

That's essentially what Killzone is doing. It's alternating between two different sets of the 1920X1080 image. Each of those sets is 960X1080, but the full image is still 1920X1080. You could think of it like this:

Except instead of splitting the image into the left and right, it splits the image into even and odd pixel columns. Now there are some huge differences between these examples and the nitty gritty technical side of what's happening in Killzone, most of which make the game look a lot better such as removing the judder, but these should be enough to make people have a basic understanding of why killzone looks better than just a scaled 960X1080 image.

Ah interesting. That's pretty cool. I never knew it was so complicated. So its still 1080p but not 100% full HD? 

It's sort of a simulated 1080i, so half the pixels per frame of proper 1080p.



JoeTheBro said:
MoHasanie said:
JoeTheBro said:
MoHasanie said:
Uh oh, some of the Sony defense force has arrived to defend Sony's lie.


It's complicated (and pretty cool )

 

As far as PS4 verse XBONE goes, yeah it's 960X1080. That's what the game is rendering each frame.

However it's outputting a native 1920X1080 image. Ryse, COD, BF4, etc. all scale their framebuffer up to output at 1080p, but Killzone doesn't. This game is using data from the previous frame to fill in parts of the unrendered current frame. Ignoring an algorithm they have implemented that makes objects solid, the game is producing a similar effect to this:

That's two pictures alternating back and forth. One picture is of a cage, and the other is of a bird. By alternating back and forth, it creates the illusion that both pictures are one. Here's a more stable version I created myself:

That's essentially what Killzone is doing. It's alternating between two different sets of the 1920X1080 image. Each of those sets is 960X1080, but the full image is still 1920X1080. You could think of it like this:

Except instead of splitting the image into the left and right, it splits the image into even and odd pixel columns. Now there are some huge differences between these examples and the nitty gritty technical side of what's happening in Killzone, most of which make the game look a lot better such as removing the judder, but these should be enough to make people have a basic understanding of why killzone looks better than just a scaled 960X1080 image.

Ah interesting. That's pretty cool. I never knew it was so complicated. So its still 1080p but not 100% full HD? 

You could think of it as the "feeling" of native 1080p.

What you are describing is called 'interpolation' and it's basically 1080i.



VitroBahllee said:
JoeTheBro said:
MoHasanie said:

Ah interesting. That's pretty cool. I never knew it was so complicated. So its still 1080p but not 100% full HD? 

You could think of it as the "feeling" of native 1080p.

What you are describing is called 'interpolation' and it's basically 1080i.

You're right that it's basically 1080i. Most people don't know what that actually is though so I explained it in context of the game.

Nothing to do with interpolation though.