ChuckeRearmed
Regular
I wonder if we will get similar upscaling techniques in the future for backwards compatible titles, considering that now they push the higher framerate.
How do you know this? This is a window launch game running on Unreal Engine 4. Do you really expect that game to already push the system through its paces (meaning to its max)?puts PS5 through its paces...it's really got to be stressed that Housemarque is pushing the new GPU hard. Really hard.
I also didn't understand that part about the Hardware RT being used by the game without any impact on the final image (outside of being used for 3D audio). What is being used for then if not to improve the final image? Couldn't they deactivate it to improve performance or increase resolution instead if it's useless?(RT)...and not used for direct visual results.
Thinking about it, wouldn't it make more sense to CB then Temporal Upscale, not the other way around.
Temporally Upscale after the CB has been resolved.You'd be temporally upscaling large missing blocks of information rather than temporally upscaling existing information in all regions of the screen.
It can be used to speed up the current/normal visual effects.Well if the RT isnt used for visual effects..... i can imagine it being more performant for lesser tasks indeed.
I’m not sure if he was referring to the difference in working between baked and unbaked. Or if he was referring to altering texture values for PBR to support an all RTGI type lighting system.
me 2. Lol. Gonna rely on the consoles for heavy lifting. Not sure if I can afford a new GPU right now
very little would be lit if you disable everything. It would look pretty weird I think. I'm not sure if you can check textures that way.I wonder if pc hackers or reverse engineers can get to extract textures on the Enhanced Ed and compare them to actual texture on the 2019 version and see if they can transplant the textures and see how different that looks.
Also if they can find a way to force disable the new GI on the Enhanced and just see how the textures look.
I hope someone chimes in.
I wonder how much of the new lighting can be achieved with it (Enhanced Ed 2021) as the standard for the cheap old baked lighting. I guess in stills, it would be almost identical but not so much while in motion.
The one on the right looks so different, that I wonder if they rebake it for the normal version on the left, it would be much closer rather than locking the look on the right for the Enhanced Ed 2021 only.
Not sure how to put it exactly, but might be an artificial difference?
The image on the right looks somewhat awful. Something about the weird sheen/shine on the bricks looks out of place in a supposed rundown and dirty area.
It would be interesting to get a Developer DeepDive presentation for Returnal. At the very least I'd like to see the image comparisons at each step: at 1080p, 1440p Temporal Reconstructed, and final Checkerboard Reconstructed 2160. I think the game looks nice, but still curious how each step impacts the image.
I do. I think it's just going to come down to me thinking you're over attributing the amount of labour required (if any at all and likely less if you don't have to do both pipelines) vs the big elephant in the room which light baking.
couse in theory will "automacitlcy" work with proper rays bouncing and artist doesn't have to use bake lighting per room etcI'm asking folks like you who said RT lighting will save time to explain why. I've not said it'll be more time, the same time or less time. I'm asking a question because I don't know the answer.
couse in theory will "automacitlcy" work with proper rays bouncing and artist doesn't have to use bake lighting per room etc
here without triangle based rt with better performance
Hardware RT can be either used for the lighting or it is not. Y RT is not true because it's more indirect compared to X RT? What kind of narrative is that? Everything in a APU is indirect except for what is send from the HDMI to the TV.It can be used to speed up the current/normal visual effects.
So without the RT acceleration it would visually look the same, just perform poorly.
I wondered about this too. I would guess by rendering two pixels out of every three horizontally, instead of 1 out of two in traditional CB rendering. And then alternating which pixel acts as the hole (is not rendered) every vertical line.Can someone please explain how you achieve a 4k CB image from a 1440p res that has been reconstructed from 1080p? AFAIK CB reconstructs from a half res and half 4k is 1920 by 2160 and not 1440p or 1080p.....
can you sell me after first rage quit for half of price ?It does not look like a game I will enjoy, but what the heck, I am buying it now, to support the team behind. Go Finland