So it can't.The PS4Pro, with its relatively meagre 4.2TF, is able to output PS4 quality games at 4K. Albeit, using checkerboarding.
So it can't.The PS4Pro, with its relatively meagre 4.2TF, is able to output PS4 quality games at 4K. Albeit, using checkerboarding.
Dude imagine how huge the diffetence would have been if it was not JPEGSadly JPEG ruins the comparison a bit as even the native 1080p is a little soft, but PNGs were too big to be uploaded.
Pixel quality over pixel quantity. An offline CGI film at 720p looks better than 4k game graphics.
I didn't say they should do pure raytracing. Hybrid rendering is the way to go.But you don't get CGI graphics only with ray tracing... basically, you are asking developers to waste all their ressources in a very expensive tech while they can get a similar result at a much cheaper price.
Once again, it's such a bad idea that not a single developer will ever try that...
How many computers would you need to do in real time what Pixar does offline ? While you can get an approximation that is good enough at a much cheaper price.
Smart rendering = clever choices.
I didn't say they should do pure raytracing. Hybrid rendering is the way to go.
Yes, even if all we get next-gen is ray-traced direct soft shadows it would still be a major upgrade over this gen.I am in too, when it will be possible too. Seeing Claybook shadows it is magnificent. Imo shadow maps stinks and at least if it was a cheap rendering trick.
A 30fps Xbox 360 game running at 60fps on Xbox One X? Rich takes a look at Ghost Recon Advanced Warfighter, a game that seems to scale on newer Xbox hardware. Should developers build in open-ended options to allow for scalability on next-gen Xbox hardware? Should games be designed with forward compatibility in mind too?
video downloaded...
Not 100% sure if its pc only or consoles too, but since beyond3d is only console focused it might aswell fit here? Impressive tech at the least, not sure if i would like the game though, never liked zombie/survival games.
Not 100% sure if its pc only or consoles too, but since beyond3d is only console focused it might aswell fit here? Impressive tech at the least, not sure if i would like the game though, never liked zombie/survival games.
https://www.eurogamer.net/amp/digit...-improves-resolution-but-bugs-hit-multiplayer
Three months shy of its second birthday, Electronic Arts surprised gamers with news of an Xbox One X enhanced upgrade for Battlefield 1 earlier this week, the full 5.8GB patch arriving the following day. Patch notes from the developer only mention support for "full 4K resolution" - an upgrade that is by and large delivered, though there is a sting in the tail: at the time of writing, the game's signature multiplayer mode isn't working quite the way it should be.
Quite why BF1 is getting the upgrade treatment at all is something of a mystery, bearing in mind its vintage. Perhaps DICE is gearing up for Battlefield 5 support later this year by using its predecessor for proof of concept work, but regardless, the options open to the developer with this one are mouthwatering. With PlayStation 4 Pro support, the lack of RAM and memory bandwidth saw DICE pursue a checkerboard resolution bump only - but with Xbox One X's more lavish spec, the door is open to incorporating some of the PC's more lavish features - and veering closer to PC's ultra preset would be a huge win for the console.
Similar to other Frostbite titles, the scaling compared to PlayStation 4 Pro is impressive. In matching scenes, a native 4K resolution on X goes against 2816x1584 in the same spot on Pro. In another paired gameplay scene that pushes the renderer harder, Pro's 2560x1440 gets an equivalent 3456x1944 on Microsoft's enhanced console. That's a 82 per cent increase for Xbox One - not trivial given the relative increase in GPU power next to Sony's hardware. In the most complex scene we could match up on both machines, during the tank drive in the Steel on Steel mission, it's 3456x1944 on X, next to 2304x1296 on Pro - a 2.25x increase in pixel count favouring Xbox One X.
We know from DICE's technical presentations that the Pro version is using checkerboard rendering, and bearing in mind the relative technical specs offered by the X, it stands to reason that the same technology is in place for the Microsoft console too. And indeed, checkerboard-like stippling is present on extreme screenshot close-ups. However, curiously, the exact same artefact is also present on the PC version, where the implementation of checkerboarding would be extremely unlikely, suggesting that the stippling is more likely the result of some other part of the post-processing pipeline. By extension, that may also explain its presence in the early PC build of Anthem we saw a little while ago.