Digital Foundry Article Technical Discussion Archive [2014]

Discussion in 'Console Technology' started by DieH@rd, Jan 11, 2014.

Thread Status:
Not open for further replies.
  1. mosen

    Regular

    Joined:
    Mar 30, 2013
    Messages:
    452
    Likes Received:
    152
    http://www.eurogamer.net/articles/digitalfoundry-2014-thief-next-gen-face-off
     
  2. RenegadeRocks

    Legend

    Joined:
    Oct 16, 2005
    Messages:
    10,110
    Likes Received:
    1,106
    Thank you sebbbi for the info. So, these temporal upscaling algos are based on Video compression principles, in extremely simple terms. This is pure news to me, I had no idea we were already using previous frame datas in games to reduce rendering loads. I thought it would be too compute expensive as video encoding does take a lot of time and horsepower. Is such stuff happening in Frostbite too? saving rendering costs by analysing previous frames? This is whole new topic to explore :razz: !

    In this case it did work. I play on the same monitor as always and it was nowhere blurry like a normal upscaled game. I just thought it looked different due to their optimisations. Didn't notice it at all. Did notice the artifacts, but had no idea it was due to halved horizontal res. Wish they give a complete talk during GDC, but considering this is highly volatile topic, I don't think we will see it.
     
  3. RDGoodla

    Regular

    Joined:
    Aug 21, 2010
    Messages:
    609
    Likes Received:
    172
    I think there is some misunderstanding. DF says this effect (960X1080 > 1920X1080) "is not cheap from computational perspective". This means that another half of the frame (960 x 1080) is not directly copied and pasted from previous frame. If KZ really only updates 960 X 1080 and copies another 960 X 1920 from last frame then it is 1920i X 1080.

    The only possible solution is that the other half of the frame is "interpolated" from current and last frame so this effect is not cheap. It's not directly upscale. It is more like "frame interpolation" discussed in console technology forum. The difference is that what we discussed is to update a whole frame 1920 X 1080 every 1/30 second and interpolate another complete frame to create 60 frame per second, while KZ updates 960 X 1080 (1/2 frame )and interpolates another half.
     
  4. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    Exactly, I think even DF mentioned that it has a temporal aspect, ie. using information from other frames too.
     
  5. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    Semantics, but it just sounds like a smarter deinterlace, judging by sebbbi's input. The artefacts are what they are. *shrug* I'm open to a name that doesn't take a world of explanation though. ;)

    Temporal field interpolation? Field Interpolated Temporal Reprojection?

    Shifty's Bitch's naughty lace interpolation?
     
  6. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297
    Obviously this should be the new official name for this technique from now on, on this forum.
     
  7. Renegade_43

    Newcomer

    Joined:
    Jul 23, 2005
    Messages:
    36
    Likes Received:
    10
    What I don't understand is how suddenly people can claim this resolution looks blurry but it is somehow significantly better than 720p at the same time? A game like Ryse at 900p would not be noticed if pixel counting on zoomed in screen captures did not exist. That is why this wasn't noticed. Not because interlaced half resolution looks objectively better. It's because it was a technique that people weren't expecting and there wasn't someone to zoom in and count the pixels.

    I think I'm mostly frustrated by the fact that there is a resolution hyperbole mostly by uninformed masses and it makes games look worse than they otherwise could. I swear everyone should just run Quake 3 at 4k and be done with it. Image quality in Ryse being better than Forza despite lower resolution should say something.
     
  8. DrJay24

    Veteran

    Joined:
    May 16, 2008
    Messages:
    3,894
    Likes Received:
    634
    Location:
    Internet
    So destroy every image equally rather than make the best image based on temporal information? Frame rate aside (we don't know if it would be better), the image quality for 720P would be worse since it would be in every frame and not depend on motion.

    Ethics aside (this is a tech forum), they found a method to improve the frame rate for MP. There are many ways to do it, this was one innovative way. We might see more of it, sure seems beats the over used 'drop the res' club devs have been swinging far too much in the past.
     
  9. DuckThor Evil

    Legend

    Joined:
    Jul 9, 2004
    Messages:
    5,996
    Likes Received:
    1,062
    Location:
    Finland
    Forza is a 60fps game and Ryse basically was built to be a graphical showcase. Not a surprise that it does look good. Any way the importance of resolution varies on the type of setup one is gaming on. Larger the perceived screen size becomes the resolution also becomes more important. I personally prefer clarity in the image quite a bit and resolution helps there, especially on a large display. I hate all sort of blurs, whether it's due to low resolution, some post AA method, artistic choice or flaws in the display tech.
     
  10. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    It's certainly something I'd like to see compared to a naive 1440/1536/1600 x 1080 (normal upscale, no temporal AA) since the increased blur was still noticeable to many a folk.

    (Of course, they could have just stuck with 1080p30 as originally intended, and their backtrack with the patch for SP does kind of say something about their decision making post-E3.)
     
  11. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    The world would be a better place without pixel counters :lol:
     
  12. Cjail

    Cjail Fool
    Veteran

    Joined:
    Feb 1, 2013
    Messages:
    2,027
    Likes Received:
    211
    Indeed.
    Grab you guns people, let's hunt some pixel counters :twisted:
     
  13. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    No, it'd be better if everyone were more interested in the technical aspects than console warring over scraps.
     
  14. DrJay24

    Veteran

    Joined:
    May 16, 2008
    Messages:
    3,894
    Likes Received:
    634
    Location:
    Internet
    Maybe they were worried that 30fps was not possible to maintain with an unpredictable number of players shooting and exploding all in one area. Maybe the trade off was hard to detect interlacing trick with 35-50fps versus occasional sub-30fps in 1080P. DF would have a field day showing the worse case scenario in MP and the Internet would say nothing but 25fps KZ.
     
  15. -tkf-

    Legend

    Joined:
    Sep 4, 2002
    Messages:
    5,634
    Likes Received:
    37
    If they complained that the game looked blurred they actually saw that something was wrong, just because they didn't pinpoint the exact resolution or reason doesn't make them wrong in thinking something was wrong, right?


    Yeah, shout a bit for ME as well.. fucking stupid world! :)
     
    #595 -tkf-, Mar 3, 2014
    Last edited by a moderator: Mar 3, 2014
  16. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    The Order 1886 also has a blurry look. Could it be doing something like this as well?
     
  17. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    There's been no similar artefacting to date (including temporal ghosting). It's probably just their post-processing chain.
     
  18. taisui

    Regular

    Joined:
    Aug 29, 2013
    Messages:
    674
    Likes Received:
    0
    It's not wrong, it's just hypocrisy. If people gonna hammer on the 1080p debate, they need to have ONE STANDARD for ALL, not just when it's convenient.
    It's even more hilarious that after like 3 month, people just think it's "blurry" but since they were told it's 1080p, they think it's something else (FXAA).

    Imagine what kind of shitstorm would it be if CryTek had claimed Ryse to be 1080p, but one must ask, can people actually tell?
     
    #598 taisui, Mar 3, 2014
    Last edited by a moderator: Mar 3, 2014
  19. Cyan

    Cyan orange
    Legend

    Joined:
    Apr 24, 2007
    Messages:
    9,734
    Likes Received:
    3,460
    Excellent point. I completely agree with that. The DF article is fine –truth be told he missed the POM thingy being present on PS4, but they also said that PS4’s version never dips below 25 when it can be seen clearly in the video it dips to 21 right away, so give and take.

    Still, if they weren’t judgmental they wouldn’t have a problem. But now they got GAF’s Seventh Cavalry against them, the knight errantry of justice by definition. :smile:

    But seriously, the Digital Foundry Verdict does more harm than good, for all the parts involved.

    It can also seriously affect sales.

    You read my mind. I was about to post almost exactly the same, word by word. Ryse looks better than Forza -DrEvil is right though-, and better than Fifa 14, and better than NBA 2k14, and Crimson Dragon, and Halo: Spartan Assault, and NBA Live 14, and Need for Speed Rivals… etc etc.

    In addition, I am not a big fan of UE3, never have been. It has never been console friendly and the games looked very similar for the most part, whatever the reason was. Give me CryEngine for next gen consoles any time of the week. :smile2:

    Still, the 1080p lovers seemed to have it under control, but… woah, they were waaaaaaay off....
     
  20. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    It'd be better if people didn't care about a number but what things looked like on screen. Those of us who discuss the techniques do so purely from an analytical POV to understand how the developers approach the issue of working on finite hardware. Every game is a compromise; the interest comes from seeing which compromises are used and how, especially when new ones are developed (like Lair's alternative AA resolve).

    I'm with Al. Looks like lens simulation as there are no pixel-perfect artefacts from what I've seen.
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...