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

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Yep : "Q: Is KILLZONE SHADOW FALL running 1080p, or something else?
KILLZONE SHADOW FALL’s single and multiplayer modes both run at 1080p.

Q: Is SHADOW FALL running 1080p natively?
In both SP and MP, KILLZONE SHADOW FALL outputs a full, unscaled 1080p image at up to 60 FPS. Native is often used to indicate images that are not scaled; it is native by that definition.

In Multiplayer mode, however, we use a technique called “temporal reprojection,” which combines pixels and motion vectors from multiple lower-resolution frames to reconstruct a full 1080p image. If native means that every part of the pipeline is 1080p then this technique is not native...."



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The problem lies in that you could call by this same definition every game that uses software interpolation and places the user interface over the full resolution interpolated image a full resolution game, as the final framebuffer has the output resolution.



@page 6 It is 1080p but at 30fps



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Nate4Drake said:
Yep : "Q: Is KILLZONE SHADOW FALL running 1080p, or something else?
KILLZONE SHADOW FALL’s single and multiplayer modes both run at 1080p.

Q: Is SHADOW FALL running 1080p natively?
In both SP and MP, KILLZONE SHADOW FALL outputs a full, unscaled 1080p image at up to 60 FPS. Native is often used to indicate images that are not scaled; it is native by that definition.

In Multiplayer mode, however, we use a technique called “temporal reprojection,” which combines pixels and motion vectors from multiple lower-resolution frames to reconstruct a full 1080p image. If native means that every part of the pipeline is 1080p then this technique is not native...."

Native does not include the processing stages of the pipeline.

The output is unscaled, thus native. How it is rendered isn't considered in what is output to displays.

Render != Display Output(Resolution)



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Kynes said:
The problem lies in that you could call by this same definition every game that uses software interpolation and places the user interface over the full resolution interpolated image a full resolution game, as the final framebuffer has the output resolution.

It's temporal scaling though, it's basically rendering 1920x1080 in 2 halves to go from 30 to 60 fps. There is little upscaling or stretching involved. Only the last resort method resembles upscaling: If the pixel is not very predictable, we pick the best value from neighbors in the current frame.

Reversely you could also say that Foza 5 only runs at 30 fps as reflections and mirrors run at that frame rate, not the full image.
Or that all the 720p AAA games last gen were really 360p games, since many full screen, lighting and shadow effects ran at half or even quarter resolution.

People are too hung up on the resolution wars to see this for what it is. An innovative idea to try to get the best of both worlds, matching native display res at 60fps while trying to keep the image quality of a 1080p30 game.
Are the results always good, no not yet. It could use improvements. Maybe also an option to go back to 1080p30. The advantage of this technique is that it is very simple to switch between 1080p30 and temporally upscaled 1080p60, unlike switching between 720p60 and 1080p30. Some people enjoy frame interpolation on their tvs, some hate it. Personally I would stick to 1080p30 yet some people are hung up on demanding 60fps.