Given the following from XB1 architect:
http://www.eurogamer.net/articles/digitalfoundry-the-complete-xbox-one-interview
I don't believe any games have currently used it and I am curious as to why.
Couple reasons I could think of are:
1. API/SDK support hasn't been available (for scaler)
2. Engines need to be fundamentally designed from scratch to make use of it
3. MS was simply wrong in what they thought they were seeing in terms of the direction of engine design
4. Something broken in the hardware scaler
Also what are the pros and cons for using dynamic resolution, especially if it has supplementary hardware support in the scaler.
It was pretty interesting that MS needed to make the change to the sharpening filter on the scaler when I thought it would be fully under dev control.
http://www.eurogamer.net/articles/digitalfoundry-the-complete-xbox-one-interview
Prior to launch I was interested in this aspect of the XB1 and was looking forward to its use and the impact on fps and image quality.We have two independent layers we can give to the titles where one can be 3D content, one can be the HUD. We have a higher quality scaler than we had on Xbox 360. What this does is that we actually allow you to change the scaler parameters on a frame-by-frame basis. I talked about CPU glitches causing frame glitches... GPU workloads tend to be more coherent frame to frame. There doesn't tend to be big spikes like you get on the CPU and so you can adapt to that.
What we're seeing in titles is adopting the notion of dynamic resolution scaling to avoid glitching frame-rate. As they start getting into an area where they're starting to hit on the margin there where they could potentially go over their frame budget, they could start dynamically scaling back on resolution and they can keep their HUD in terms of true resolution and the 3D content is squeezing. Again, from my aspect as a gamer I'd rather have a consistent frame-rate and some squeezing on the number of pixels than have those frame-rate glitches.
I don't believe any games have currently used it and I am curious as to why.
Couple reasons I could think of are:
1. API/SDK support hasn't been available (for scaler)
2. Engines need to be fundamentally designed from scratch to make use of it
3. MS was simply wrong in what they thought they were seeing in terms of the direction of engine design
4. Something broken in the hardware scaler
Also what are the pros and cons for using dynamic resolution, especially if it has supplementary hardware support in the scaler.
It was pretty interesting that MS needed to make the change to the sharpening filter on the scaler when I thought it would be fully under dev control.