SvennoJ said: Yes, that's what I meant by interpolate the non rendered squares using the rendered squares. But I also thought I had read something about temporal interpolation in the Eurogamer article. In static scenes the info from the previous frame can also be used. |
Thats something I have been thinking of. The power diff. between the scorpio and the PS4pro is abiut the same as the PS4 to XB1. Whats funny about t is that if MS goes for native 4k, then the Pro veesion of games will actually run smoother with more effects. And we will hsve a new argumemt on our hands. Where people look at both and say, the scorpio looks a little bit sharper but the Pro has better overall effects and maintains a higher average framerate.
mutantsushi said:
Games just need to be coded to use this upscaling technique. That applies to PS4 Pro as well, they need to use the technique. And while PS4 Pro currently has custom hardware which makes it more efficient to use this technique, I'm guessing that even without that hardware, it may still be worthwhile to use, as in more effective than trying to render 2x the number of pixels. So it will probably show up in PC too. AMD or even NVIDIA will probably make the fixed-function hardware available, and even those without said video cards could enable the technique if they wish. |
I think if it was something that could just be done in software with ease Sony wouldn't have bothered customizing their GPU and even going as far as patenting it just to do it. And what's really interesting is that every implementation of the tech we have seen so far on the PS4pro is still pre-release software. When devs start pushing out their Pro patches or games with the pro mode already baked in then we can see just how good this tech is. And like eveything with consoles, in time devs will find even better and more efficient ways to do it.