Is it possible they are using "vertical interlace" a system such as "horizontal interlace" on KZ shadow fall?
I Downloaded the 1.5 gb file, media compression is still getting in the way. These are the best i can do. (media sharpen filter was set to max.
Please don't do that! I am prettty confident about the indoor native 1080p horizontal resolution, could you post more outdoor images (and indoor with long horizontally slanted edges) without the sharpen filter (if possible of course)?media sharpen filter was set to max.
No. It's definitely the encoding solution, probably a 1080i encoding creating artefacts of a 540p image. In fact KZSF MP is 960x1080p when in moderate/fast motion when motion vectors can't properly create a native 1920x1080 image.
I have already seen such 1080i / 540p artefacts with a Forza 5 and also Watchdogs video before.
The indoor image looks strongly 1080p native (only horizontally verified but probably vertically too) but the outdoor similar pics possibly look ~800p horizontally and vertically verified, but beware, it could be between 720p and 900p and I am much less confident than with the indoor pic. Don't quote me! we need much more screenshots!
Could be something similar to FC4.That isn't of the ps4 version, an xbox controller was used. not sure if this was of the XB1 version, the performance didn't seem consistent though. IQ feels like it's using pp AA. can't tell much apart from that.
Could be something similar to FC4.
http://michaldrobot.com/2014/08/13/hraa-siggraph-2014-slides-available/
I hope I'm not derailing the thread, but what exactly is a framebuffer? What's a "buffer"?
I'm not quite sure why you mention FXAA, due to additional blurring like in AMD tent filters and TXAA?They are really going to ship FC4 with an integrated blur + sharpen effect? Do they know that a sharpen effect in fact create a false "sharp" effect by destroying the real information, easily visible on this sharpened texture?
The 1ms version doesn't use SMAA anymore (contrary to AC4 and Watch_dogs), morphological AA is too costly (maybe to much memory costy also, this HRAA must adapt to different hardwares...)
This HRAA, to me, looks like the new FXAA. A temporaly stable FXAA and it worries me.
I'm not quite sure why you mention FXAA, due to additional blurring like in AMD tent filters and TXAA?
They either use a lot coverage samples and/or AEAA(GBAA) to get more stability, both actually give sub-pixel information.
More complex reconstruction is the way to get a lot more quality from performance used and is a right way forward, even if MSAA samples are used. (Like Order 1886 seems to do..)
UE4, temporal AA.
You'd best start believing in wide-positive-lobe image reconstruction filter dystopias, Globalisateur.Why I am the only one to be shocked by the procedure, here at B3D?