It could be interesting to update your OP with this image (credits to @HTupolev):
Render the red pixels, reconstruct the green pixels.
I think it depends on the particular game and engine. Different rendering pipelines are structured differently; for some pipelines, the cost of adding checkerboard rendering would be very low, because they are already computing a lot of the information that checkerboard rendering needs.
Read more: http://wccftech.com/blow-checkerboa...y-free-might-better-uses-power/#ixzz4JxpWtODs
It is definitely true that if you had a game running on the original PS4, and the developer wants to do the most straightforward thing to make the game look better on the Pro, that developer could enable checkerboard rendering and the game will look better and run faster; so it’s “free” in that sense.
Read more: http://wccftech.com/blow-checkerboa...y-free-might-better-uses-power/#ixzz4Jxq4GT97
So basically checkerboard rendering at 4K takes the same power to native render at 1440p? In other words half?
Great. Here is the link to the Sony patent about their "uprendering multimedia content" method.Done. I also linked the two variants of checkerboard rendering from Ubisoft and Valve.
Are the generated pixels made from the previous frame, next frame, surrounding pixels, or a mixture of something?
So apparently several images are needed to reconstruct the final image. Maybe that's what is not 'free' according to Blow. It depends if your engine already provides those frames.defining multiple shifted images of the source image...and coalescing pixels from each of the reference image and the shifted images creating an uprendered image having a higher resolution than the reference image.
I'm assuming they improved on memory compression to make this possible and the pro shouldn't require 4x memory bandwidth (176 gb/s x 4 = 704 gb/s, a number the pascal titan x is not even close to) to hit something just above 1440p (2x1080p = 4.1 million rendered pixels vs 3.6m for 1440p).
Well that math is off. On the PS4 1080p rendering doesn't use all 176 GB/s. A chunk of that total 176 GB/s goes to the CPU and then you have portions lost to overhead sharing between CPU and GPU. It's what's left that goes to the GPU.
Which is precisely why improved memory compression and cpu/gpu b/w contention improvements (in comparison to the ps4) are a more logical approach of solving the issue (and most probably what is happening in the pro) than just more bandwidth, this is not a PC where you just end up throwing more brute force at it until it works. I'm thinking the main reason they didn't opt for higher clocked gddr5 is power consumption other than the cost.
That's for PS2 emulation.Great. Here is the link to the Sony patent about their "uprendering multimedia content" method.
https://patents.google.com/patent/US20160005344A1/en
From the patent: So apparently several images are needed to reconstruct the final image. Maybe that's what is not 'free' according to Blow. It depends if your engine already provides those frames.
In this theoretical example provided in the patent we can see that 3 different frames are needed. It's worth noting that this specific example is quite different than the checkerboard pattern used in the games shown but the principle should be very similar.
I'm assuming they improved on memory compression to make this possible and the pro shouldn't require 4x memory bandwidth (176 gb/s x 4 = 704 gb/s, a number the pascal titan x is not even close to) to hit something just above 1440p (2x1080p = 4.1 million rendered pixels vs 3.6m for 1440p).
Bandwidth is an interesting point.
Exactly, however I still would like someone who does have the numbers down to share details so we might know if there is an absolute upper-bound to what is realistically possible. I don't want it glossed over with sayings of "work smarter, not more"; that's not what we focus on in the technical discussions.
Specifically I want an analytical breakdown on what limitations are to be expected on a system with their given bandwidth specifications. The first could be assumptions based on original PS4 tech as absolute worst case scenarios. Then we could see how much of an improvement is needed in memory-compression or other bandwidth savings technology in the PS4 Pro to make various rendering options viable.
It was only bumped in the cheap areas. Literally "what can we get for nothing?" With the process shrink, they could fit on more CUs. End of. More RAM, BW, CPU, etc, off the cards other than what little they could clock things higher. The extra CU power is all they could manage without a significant engineering task, and the end result is a very imbalanced console, only it doesn't matter because it's a half-baked, half-gen solution not set out to be as balanced and efficient as a proper console iteration.I dont know if the hw bump was bumped enough in the right areas.
Any idea what additional information it's using for the reconstruction, which simpler engines don't provide?Different rendering pipelines are structured differently; for some pipelines, the cost of adding checkerboard rendering would be very low, because they are already computing a lot of the information that checkerboard rendering needs.
Per-pixel velocity buffer?http://wccftech.com/blow-checkerboard-rendering-ps4pro-isnt-completely-free-might-better-uses-power/
Any idea what additional information it's using for the reconstruction, which simpler engines don't provide?
It has to be substantial buffers considering he's saying a straight upscale is a better choice if your engine doesn't have this data and that there's a bandwidth/memory trade off.
http://wccftech.com/blow-checkerboard-rendering-ps4pro-isnt-completely-free-might-better-uses-power/
Any idea what additional information it's using for the reconstruction, which simpler engines don't provide?
It has to be substantial buffers considering he's saying a straight upscale is a better choice if your engine doesn't have this data and that there's a bandwidth/memory trade off.
... I assume most games that don't support TAA might skip the work to do proper temporal reconstruction, and might just do cheap interpolation between the existing samples with some clever algorithm to try to hallucinate some data.