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. kots

    Regular

    Joined:
    Oct 30, 2008
    Messages:
    394
    Likes Received:
    0
    I remember one poster here that was trolling BF4 for not being 1080p/60 while his precious KZSF was - hence BF4 was no "next gen enough" .
    Its so hilarious given the big fuss about res.
     
    #641 kots, Mar 4, 2014
    Last edited by a moderator: Mar 4, 2014
  2. jlippo

    Veteran

    Joined:
    Oct 7, 2004
    Messages:
    1,744
    Likes Received:
    1,090
    Location:
    Finland
    #642 jlippo, Mar 4, 2014
    Last edited by a moderator: Mar 4, 2014
  3. taisui

    Regular

    Joined:
    Aug 29, 2013
    Messages:
    674
    Likes Received:
    0
    Isn't this the the concept of the force unleashed high frame prototype?
    But I don't think this is what KZSF had used, or even related.
     
  4. jlippo

    Veteran

    Joined:
    Oct 7, 2004
    Messages:
    1,744
    Likes Received:
    1,090
    Location:
    Finland
    Yes, it's similar.
    Of course in this case you do not create whole frame from nothing, you know exactly what the frame is and what the most information are in the frame.

    I'm quite sure that this trick is version of the temporal AA method they used in SP campaign.
     
  5. HTupolev

    Regular

    Joined:
    Dec 8, 2012
    Messages:
    936
    Likes Received:
    564
    Conceptually, it's pretty much the same thing as TAA.

    It's just that you're aiming for 1 sample-per-pixel from .5 spatial samples-per-pixel, as opposed to "antialiasing" stuff like 2 samples-per-pixel from 1 spatial sample per pixel.
     
  6. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    Sounds to me like GG did something incredibly smart. There are going to be a lot of interesting developments this gen. Five years from now, there's going to be some pretty cool stuff out there.
     
  7. taisui

    Regular

    Joined:
    Aug 29, 2013
    Messages:
    674
    Likes Received:
    0
    Do hope to see some slides at GDC.
     
  8. HTupolev

    Regular

    Joined:
    Dec 8, 2012
    Messages:
    936
    Likes Received:
    564
    Absolutely. Implementation details would be really exciting. And certainly if GG was intentionally keeping quiet before, that approach has backfired hard enough that it probably no longer stands. :smile:

    I want to see a double-buffered forward-rendered game that literally locks its framerate by flipping the buffer even if the frame isn't finished.

    Bonus points if the game draws things in opposite order of usefulness to the player.

    "And the last thing to go was... the trollface easter egg behind the skybox."

    (But hey, it's locked 1080p60.)
     
  9. Arwin

    Arwin Now Officially a Top 10 Poster
    Moderator Legend

    Joined:
    May 17, 2006
    Messages:
    18,762
    Likes Received:
    2,639
    Location:
    Maastricht, The Netherlands
    I hope it was only because they were a launch game and wanted to ensure decent framerates for MP. I personally have a good excuse for not noticing the effect in MP, as I haven't touched the MP yet at all. In fact, barely even got into the SP (only at chapter 2 or so). ;) Still disappointed though.
     
  10. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    If we could somehow harness the static electricity generated from all that rubbing, something of real good could come of this. :yep2:
     
  11. Cjail

    Cjail Fool
    Veteran

    Joined:
    Feb 1, 2013
    Messages:
    2,027
    Likes Received:
    211
    To be honest I doubt I would have enjoyed SF MP more if it was 1080p.
     
  12. taisui

    Regular

    Joined:
    Aug 29, 2013
    Messages:
    674
    Likes Received:
    0
    some things never change, like war, war never changes, except when it does, but not really.
     
  13. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    Step 1: frame time circuits on
    Step 2: channel energy into the flops capacitor
    Step 3: ???
    Step 4: where we're going, we don't need roads (power of the cloud!)

    ---

    Alternate Ending

    Electro-polished metal apples
     
  14. Globalisateur

    Globalisateur Globby
    Veteran Subscriber

    Joined:
    Nov 6, 2013
    Messages:
    4,592
    Likes Received:
    3,412
    Location:
    France
    Killzone MP 1080p direct captured png (2.5MB link) from Neogaf by Dark10x:

    http://i.picpar.com/ARA.png

    It looks surprisingly good (for an internally rendered 960x1080p image). I would say at least better than most upscaled 900p image.

    BF4 at 900p (strong FXAA + upscaling) could be easily sharper than this if it was not uspcaled and without its blurring AA solution.
     
  15. 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
    Based on Tupolev's ncie explanations, if the camera is standing still and the spatial offset is alternated, then the framebuffer should become the blended equivalent of two completely different 960x1080 images. So in theory it should contain the same amount of information as a normal 1920x1080 image.

    It's only in motion where the trick becomes really visible.
     
  16. Gitaroo

    Veteran

    Joined:
    Nov 10, 2007
    Messages:
    1,921
    Likes Received:
    62
    so if they can get the game to run at a higher frame rate and alternating the vertical lines quicker, this would make the scaling even less noticeable to most eyes?? Would adding some high qaulity camera based motion blur help?
     
  17. DSoup

    DSoup Series Soup
    Legend Subscriber

    Joined:
    Nov 23, 2007
    Messages:
    16,785
    Likes Received:
    12,697
    Location:
    London, UK
    Pure speculation but I wonder if the eye is simply more accepting of compressed horizontal resolution than vertical resolution - perhaps because of the wider FOV. Some optical illusions only work in certain orientations so the human eye is clearly not equal in resolving things in this regard. There has been research [PDF] into this but the jury is still out.

    I've not played KZ:SF multiplayer myself and have no wish to get involved in the '1080p crowd' war myself! :runaway:
     
  18. taisui

    Regular

    Joined:
    Aug 29, 2013
    Messages:
    674
    Likes Received:
    0
    The MP capture is better than BF4 @ 720p, but BF4 @ 900P is definitely sharper and missing the artifacts of the blending. It does however, give a interesting blooming look to it, YMMV.
     
  19. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    Image quality looks great to me. I think a drop in sharpness while moving would not be as noticeable. Seems like a very clever trick.

    My question, is why didn't they do the same in single-player? I guess I'd have to see a single player pic beside a multi player pic to really compare.
     
  20. Cjail

    Cjail Fool
    Veteran

    Joined:
    Feb 1, 2013
    Messages:
    2,027
    Likes Received:
    211
    Because they din't aim for 60fps in SP?!
    Not that GG actually achieved 60fps in MP anyway.
     
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...