Normchacho said:
Yeah...but not in the way that you traditionally think about 1080P...
From that article:
"Quantum Break’s 1080p output is a temporal reconstruction from four previous 720p 4xMSAA frames. This approach gets us high pixel quality in combination with complex shading and effects, allowing us to achieve a cinematic look."
It's obvious that the game has a softer image than a native 1080p game.
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Traditional how exactly ? We've had differing sampling rates for parts of the graphics pipeline for a long time now ...
MSAA is meant for sampling rasterization at higher rates compared to shading and the idea existed almost as long as real time 3D graphics were becoming common. There were tons of times where developers in the past rendered alpha affects at a lower resolution along with motion blur and depth of field ...
Texture space shading, REYES, etc or other similar ideas about decoupled sampling rates existed for ages ...
The only thing relatively new to real time computer graphics is temporal sampling and we've had that in games since at least Halo Reach! (Hell, even the idea of temporal sampling is archaic!)