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Forums - Sony - Guerrilla Games: Regarding Killzone Shadow Fall and 1080p

Can anybody give me an example of another game that does this? Because all I'm seeing is that "Its not REALLY 1920x1080, but it's still 1080p".

Dat damage control.



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Very clear explanation by GG.

This should at least stop those "interlaced 1080i" posts once and for all.

Temporal reprojection from 4 past frames (3 frames of 960x1080p and 1 frame of 1920x1080) with tracking of pixels to predict their future position + temporal anti-aliasing? Seems a very GPU expensive technique.



I said to guys here the final picture is full 1080p but I was wrong thinking these used only one past frame and the actual frame to create de full picture.

It is a hell of complex... using four rendered frames to create a full 1080p picture.

Amazing.

I'm looking for more info in GDC.

PS. Yeap... you need GPU processing to do all that work of prediction and use of these frames and memory to store for some ms these previous frames.



Well, this is very interesting in theory there is nothing to be shame or coy about it... however Sony braging render then a trap, just remember "1080p and 60fps two things you will see a lot together".

The fact is the PS4 is not a powerhouse, it has many limitations and shortcomings that developers will have to come around.



So is this easier on frame rate demand or something? But it isn't native per say, just actually 1080p reconstruction. Better than upscaling's image but has occasional tearing like lines from what I read.



Before the PS3 everyone was nice to me :(

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the resolution gate is the least of Shadow fall's problems



"temporal reprojection" aka "perhaps it's time we laid the dozens of res wars threads to rest sooner rather than later". This is getting amazingly old.



globalisateur said:

Very clear explanation by GG.

This should at least stop those "interlaced 1080i" posts once and for all.

Temporal reprojection from 4 past frames (3 frames of 960x1080p and 1 frame of 1920x1080) with tracking of pixels to predict their future position + temporal anti-aliasing? Seems a very GPU expensive technique.


Next thing you know people will start claimingh it's actually better than real 1080P. Because Sony. Mark my words.

 

I mean come on Guerrilla felt the need to even note "it's very computationally expensive" or whatever. obviously defensive. If it's so computationally expensive then why didn't you just use real 1080P?

 

I think Xbox should start using this technique, then we should go point out all these past posts saying how good it was for Shadowfall, when people criticize it :)



Chark said:
So is this easier on frame rate demand or something? But it isn't native per say, just actually 1080p reconstruction. Better than upscaling's image but has occasional tearing like lines from what I read.

It's easier on fill rate and shader math, as you have to only calculate half the pixels per frame. I'm sure that the retroprojection is much less computational intensive than doing it the usual way, that's why they use this trick. On the geometry side is the same, but geometry isn't expensive at all, unless you are using an insane tessellation factor.

Graphics are always a game of doing more with less, developers use all the techniques they can use to improve the perceived graphical quality, and this is one of many tricks we will see in the future.



Chark said:
So is this easier on frame rate demand or something? But it isn't native per say, just actually 1080p reconstruction. Better than upscaling's image but has occasional tearing like lines from what I read.


Pretty much, yeah.

 

I think the idea was it would be something close to as good as 1080P at less cost. In theory. Whether they achieved that of course is up for debate/opinion.