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

SvennoJ said:
ethomaz said:
SvennoJ said:

As I suspected it does a combination of blending and upscaling depending on your movements.
(Tried multiplayer, got 600 points and 1 kill!)

vs turning

Seems the horizontal resolution is upscaled to 1920. (I was spinning around on my axis, turning fast enough to see upto 6 after images staring at the screen)

There is no upscale... each two frames creates a full 1920x1080 image.

There most definitely is while turning. I was spinning so fast that to my eyes I saw multiple after images of for example the green outlined soldier. My eyes were basically blending multiple of the 60fps images together. If the game uses frame blending while turning, the soldier would be twice in that shot.

While strafing it looks like they do a combination. Notice how the big black cables have an after image to the right while I'm strafing left. It's a bit mangled by the jpg compression, but you can still see the vertical black lines. That's from the previous frame, the cables are right in front of me and sliding by at high speed from my point of view. If the game didn't fill in the gaps you would see all striped cables, but it does fill in the rest of the cable where I am. So they use some kind of intelligent combination between frame blending and upscaling (or interpolating horizontally, whatever you want to call it). Perhaps based on the rate of movement some things get upscaled while the slower moving background gets combined with the previous frame.

It's far more computationally expensive then a simple frame blend. I wonder if maybe a horizontal upscale of a 1440x1080 might not have the same speed. Ofcourse this approach delivers the best visuals when you stand still or walk slowly.

Yes, artifacts are quite common with interpolation, particularly in motion and when using computationally lightweight interpolation methods, like linear ones. As I already wrode many pages before, most probably they had to use interpolation, and a simple one too, because the multiplayer version uses the cloud only as hub to route data packets between users, while it uses the players' consoles themselves as computational nodes.



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dane007 said:
@Global I have the game and i went back to mp to check the difference and my god the difference between SP and MP is staggering. If that was the case, , then why didn't Dfmentioned that instead of saying its not full 1080p? The MP is not even close to being sharp and detailed like SP mode. Noticed lots of textures lacking details and supriseingly i notice alot of jaggies. Your screen looks worse then a 900p screens of ryse and BF4. If it was displayed in full HD like the SP capign then the sharpness of both images (sp and MP )) whould be equal crisp and clear. Will try and post my screens from my ps4 to show how theres a huge difference in graphics and sharpness btween sp and MP


Of course it looks worse than the SP. In my opinion it looks roughly like a native 900p image, so a 1080p native would be better.

But it could look worse not necessarily only because of the temporal reprojection. Maybe the textures (like the Anisotropic filtering!), shaders and details are worse than the SP contributing, with the strange reprojection effect to the fact the SP looks much better.

Again, technically, it is a full 1080p image, but this image comes from a different technique (of lower quality) than regular 1080p 3D image, that's all. They didn't lie. They just didn't tell all the truth!



ethomaz said:

I will try to explain better... I did the best I could.

The result... what you see in the screen is a full 1080p detailed image but it uses two frames to have this full 1080p screen... the trick is that your eyes can't see just one picture but more than 2 at the same time... so they looks merged to us.

The blurry effect is because the real image of one frame is not full of the horizontal lines but it is completed by the other frame.

If the game was just 1080i, then yes you'd be correct.

However gg is doing some additional things behind the scene to make objects on the current frame solid. This seems to be why it's partially blurry.



@Global hence why i mentioned Ryse and BF(ps4 version) as they both are native 900p games. To me these two native 900p games provide better sharper images that are more clear compared to the images provided my KZSF MP. Technically not providing the whole truth is still lying lol.



JoeTheBro said:

If the game was just 1080i, then yes you'd be correct.

However gg is doing some additional things behind the scene to make objects on the current frame solid. This seems to be why it's partially blurry.

This is 1080i...



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dane007 said:
@Global hence why i mentioned Ryse and BF(ps4 version) as they both are native 900p games. To me these two native 900p games provide better sharper images that are more clear compared to the images provided my KZSF MP. Technically not providing the whole truth is still lying lol.


No they are not. First, XB1 and PS4 don't output 900p resolution (in my knowledge), secondly, 900p native monitors are rather rare.

They are both upscaled 900p games. But Ryse uses a better upscaling and ultra sharp SMAA so it's much (very much) better than BF4 upscaling with its awfull FXAA. Still I agree Ryse does look like a real 900p game and not an upscaled one. But anyway I was only using the blurry BF4 for my argument.

Anyway how can you even put Ryse and BF4 PS4 on the same level? When I see BF4 on PS4 I see a native 720p level of sharpness. (When I see XB1 BF4 I see 600p native level of sharpness...). The sooner developers understand that FXAA + upscaling + motion blur is terrible for the image quality and completely destroy the sharpness/next gen wow factor/sub-details, the better.



Alby_da_Wolf said:

Yes, artifacts are quite common with interpolation, particularly in motion and when using computationally lightweight interpolation methods, like linear ones. As I already wrode many pages before, most probably they had to use interpolation, and a simple one too, because the multiplayer version uses the cloud only as hub to route data packets between users, while it uses the players' consoles themselves as computational nodes.

I guess the simple interpolation comes into play when the temporal blending is not possible, when for example rotating. Another example of stationary vs spinning.

(Pressing take screenshot randomly until I had an image facing the same way, while I'm spinning left on the spot) Not a full screen effect either as the gun stays sharp, selective linear interpolation.

The stationary picture can only be sharp if they use temporal blending. These are the 2 extremes of the algorithm they use. While strafing and walking you get a combination of the two techniques with varying results.

Anyway the stationary blended 1080p pictures still don't come close to singleplayer



ethomaz said:

JoeTheBro said:

If the game was just 1080i, then yes you'd be correct.

However gg is doing some additional things behind the scene to make objects on the current frame solid. This seems to be why it's partially blurry.

This is 1080i...


Yes. Killzone is doing 1080i +, or maybe 1080i GOLD if you want to call it that. Hence in pictures you only see a ghost behind objects, not infront of them too. In your third picture the circle is solid in the center but is half visible on the left and right. With Killzone's engine the right portion in that picture would appear solid too. This makes the image better, but it does add some blur.



I mentioned those games as you said that the image in KZSF MP is equivalent to a 900p game. Therefore i was comparing your images with images from games that are 900p hence Ryse and BF (PS4 version Z) Those two gmes have a 1600 *900 resolurion. Those were games taht pop in my mind . Forgot to mention Plants vs zombies as that too is mp game at 900p, AC4 on xbox on eis also 900p. Both machine can output a mximum resolution of 1080p. But there are games that fall short of it ,,and as aresult gets upscaled to 1080p. Just comparing teh image from ryse ,, its much sharper and clearer then the images provided from KZ MP and less blurry then KZ MP . Even Plant vs Zombies Grden warfar providews a sharper and clearer image then KZ MP hence why i don't agree the pics from kz MP look closely like a 900p game. To me BF4 looks more detailed and sharper then KZ MP lol. Are you also on Eurogamer as i think i have seen you arguing on their DF articles? lol



SvennoJ said:
Alby_da_Wolf said:
 

Yes, artifacts are quite common with interpolation, particularly in motion and when using computationally lightweight interpolation methods, like linear ones. As I already wrode many pages before, most probably they had to use interpolation, and a simple one too, because the multiplayer version uses the cloud only as hub to route data packets between users, while it uses the players' consoles themselves as computational nodes.

I guess the simple interpolation comes into play when the temporal blending is not possible, when for example rotating. Another example of stationary vs spinning.

(Pressing take screenshot randomly until I had an image facing the same way, while I'm spinning left on the spot) Not a full screen effect either as the gun stays sharp, selective linear interpolation.

The stationary picture can only be sharp if they use temporal blending. These are the 2 extremes of the algorithm they use. While strafing and walking you get a combination of the two techniques with varying results.

Anyway the stationary blended 1080p pictures still don't come close to singleplayer

When rotating quickly.

Apparently the temporal reprojection works when you stand still and rotate slowly, my former png is from a slowly rotating view.

I agree with you last phrase but maybe it's not only because of the temporal reprojection but it's also because the MP assets are worse than in the SP.