Digital Foundry Article Technical Discussion [2021]

Discussion in 'Console Technology' started by BRiT, Jan 1, 2021.

  1. Shortbread

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    The PS5 in theory (at least on paper) should be able to handle both.

    Edit: Weird your name was different when I replied to this. Thanks Alex!
     
    #1161 Shortbread, Mar 24, 2021
    Last edited: Mar 24, 2021
  2. Proelite

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    I bet 1x vs X shows similar story here.
     
  3. Proelite

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    CB should be almost a "free" way to improve your final perceived image quality on the pro / ps5. No reason to not use it.

    Similarly why almost every UE4 game uses the temporal upsampling feature of the engine.
     
  4. iroboto

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    not sure about CBR being free. Just less than doing native.
    No upsampling technique is free. And depending on where it happens on the pipeline determines the amount of savings
     
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  5. Shortbread

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    Sure, but the bad IQ sampling across the UI and the additional aliasing / ghosting from the combination (CBR/DRR) on PS5 looks quite bad at times in performance mode.
     
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  6. scently

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    Thanks for your work. If I may ask, are the UI elements rendered at the same res as the rendering pass on XSX just like on the PS5, or are they decoupled from it?
     
  7. Allandor

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    Maybe in the future CBR might get used instead of a dynamic res. So instead of dropping the resolution, just fall back to CBR if the target-framerate is not reached.
    This would combine a clear image with a slight blurrier if target is not met.
    The other cool feature CBR (or reconstruction techs like DLSS) could be used for is going above 4k with the current resolution. Yes, CBR is not free, but a minimal drop in resolution if the target is met to reconstruction to a >4k resolution would be interesseting, too.

    Yes, resolution does not really matter, but if there is some spare power left, it could be used to make some things a little bit better.

    The smaller the pixels get, the less visible CBR artifacts should get.
     
  8. Proelite

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  9. snc

    snc
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    I've found one big reson, quality is not so good as dynamic res
     
  10. Proelite

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    Perhaps they compared
    1018p vs 1440p checkerboard.
    1600p vs 4k checkerboard
    and decided the latter looked better somehow.

    I agree with you they should have just used DRS and let the console adjust itself between 1018p and 1600p.
     
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  11. Globalisateur

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    I hope Nixxes won't use the same CBR engine in their next game (
    I doubt it. They probably simply used the settings of the Pro version (as this was tested and QA) and simply ported that on PS5 knowing it was already tested as OK on PS4.
     
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  12. snc

    snc
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    highly doubt they checked drs results and found dynamic cb gives better image quality ;)
     
  13. Proelite

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    I mean, they did originally choose the same setup on the pro over DRS. Pro's resolution is only slightly lower than PS5's 60 fps mode.

    The higher your fps, the better results temporal reconstruction gives you.
     
    #1173 Proelite, Mar 24, 2021
    Last edited: Mar 24, 2021
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  14. Arwin

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    My thoughts exactly.
     
  15. snc

    snc
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    maybe in some sense its sony fault as they were pushing cb with ps4pro but I think dynamic res is much better option for ps5 (Death Stranging has opinion as good cb example but Valhalla dynamic res gives definitly better sharper results)
     
  16. Proelite

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    Valhalla uses temporal reconstruction. Good one at that.

    UE4's and Ubisoft's implementation are great.
     
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  17. snc

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    and do it very good, no problem with low internal resolution when end results is good but I'm not fan of cb
     
    #1177 snc, Mar 24, 2021
    Last edited: Mar 24, 2021
  18. Shortbread

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    Just out of curiosity, did the PS4/PS5 Avengers edition ever get Spider-Man?
     
  19. Dictator

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    Decoupled I believe.
     
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  20. scently

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    Hmm that's interesting. Thanks.
     
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