http://www.inquisitr.com/2911665/qu...p-in-its-opening-moments/#EfaIdYuU2VHDkzcd.99Quantum Break’s 1080p output is a temporal reconstruction from four previous 720p 4xMSAA frames. This approach gets us high pixel quality in combination with complex shading and effects, allowing us to achieve a cinematic look. However, varying sample counts between passes and temporal upscaling makes talking about resolution, as it is traditionally understood, complicated in the case of Quantum Break. Since the start of “Quantum Break’s” development, the most important thing for Remedy and Microsoft has been delivering a compelling gaming experience with superior artistic quality. This is what Remedy is renowned for. We’re confident that we have achieved this, and can’t wait to hear what fans think on April 5 when they play the game.
It may not work that way. When you draw say trails on missiles you keep the last X vectors of the missile and draw the trail behind a missile (connecting the previous vectors) that missile isn't behind on update code.temporal reconstruction from 4 previous frames? I'd be worried about input lag more than I would about aliasing. Should be interesting to hear what they're doing.
just occurred to me, that what if the reason they went this route wasn't to save performance. Like there's so much time warping happening all over the place, if you're doing all this weird reverb/time splits and shatters, it would be to your advantage to have a frame buffer to instantly rewind to.Not surprising that it falls to pieces when you start moving then. It looks good when you stay still for a while but I can't really see the point if it breaks down to a significant degree in motion.
Not surprising that it falls to pieces when you start moving then. It looks good when you stay still for a while but I can't really see the point if it breaks down to a significant degree in motion.
Why does this have to introduce input lag? It really doesn't have to, you can accumulate as you go along. Haven't watched videos extensively, but you can even hide artefacts during scene changes by employing a 4 frame fade in / out.temporal reconstruction from 4 previous frames? I'd be worried about input lag more than I would about aliasing. Should be interesting to hear what they're doing.
I don't think so. This was from Sebbbi, IIRC, and this is not a temporal technique, and their results are native 1080p.Is there any similarity between remedy technique and these slides?
A more generic answer: if I understand correctly after the design for the game is fleshed out the engine people do the math to ensure the game runs according to design.Is the reason we see so much more temporal AA/reconstruction techniques applied recently the relative high amount of memory the new consoles offer? If I understand it correctly, typically all consoles up to now were quite memory starved. Now, the consoles are quite low on CPU but have lots of memory...is this a new trend?
I'm really digging this new trend like I mentioned elsewhere. All those previous frames contain too much valuable info to discard. Surely, the memory amount should be helping.Is the reason we see so much more temporal AA/reconstruction techniques applied recently the relative high amount of memory the new consoles offer? If I understand it correctly, typically all consoles up to now were quite memory starved. Now, the consoles are quite low on CPU but have lots of memory...is this a new trend?