I honestly think they probably shouldn't have streamed the PlayStation Meeting. At least then the backlash would be about not providing a livestream instead of a bunch of misinformation from people more interested in live-riffing on Twitch than accurate reporting.
I think it is more an effect of a non understood "minority law", companies should have never engaged in social media, a couple well crafteed (/useless) PR aside. They are filled by intolerant, full of themselves, spoiled, people that was given a perfect opportunity to matter...Sure sounds like Sony is suffering from lack of control of their message to the point where people are going to think its a confusing and mixed message they're sending.
yup, listened to the giant bombcast, I was like what the hell is this.Yep.
Kinda funny, gamestop, ign, and giant bomb, just made shit up and provided zero information, none of them could even be bothered to show up at the meeting (all expenses paid), to at least relay what they saw on a real 4K HDR screen. You know, doing their job instead of inviting like-minded friends over to their show, and never look up facts. Greg used to provide intelligent discussions, now he works for a dumpster publication selling clothes and microwave food from sponsors.
Richard is getting ahead of the pack because he understands some of the technology involved, and he's talking about things which precedes Mark Cerny seminar about 4k reconstruction. After that, at least it should be picked up by most incompetent click whores. Maybe I'm rude. I'm very rude, I'll edit my post later when I am sober, possibly guilt ridden.
As I understand it, checkerboard rendering works per pixel. It just alternates the pixel arrangement to fit the quads of the GPU. If you're looking for 2x2 pixel arrangements, you shouldn't be finding them.
Both London studios and Valve agreed, when explaining their methods, that doing the checkerboard pattern at per-pixel granularity would be preferable quality-wise, but it was a concession they did because gpus shade fragments in 2x2 groups, or, pixel quads. That might help z-compression too, but I have no idea. They probably could have used custom MSAA resolve, but its a more complicated implementation, and in their case, they were using this to just reduce resolution at screen edges that end up distorted and scaled down anyways in the final VR buffer. For a full screen planar image as in PS4 pro, a more refined checker-board method is definetly warranted, but we still don't know sony's strategy.The screenshots for Horizon ZD show pixel-level dithering, not quad-level. If reconstructing in a 2x2 box, you shouldn't get that sort of dithering. It's fairly straightforward to look at the concept and conclude that alternating quads over columns/rows and frames would give you pixel-level information for reconstruction, so there'd have to be a good reason not to do that.
Addressing this from another direction, what does @jlippo see in the video to suggest it is pixel level and not quad level?
Checkered patterns are not rendered as such.What they describe there is ps4 friendly. Maybe the "custom hardware features" (or whatever it was called) to improve checkerboard speed is precisely related to making pixel sized checkered patterns work more efficiently.
That was not the case with valve's and london's naive implemebtations, which they admited themselves to be early experiments with room for improvement. They did reportetly produce good enough results as is though. Check out their respective presentations.Checkered patterns are not rendered as such.
Samples are non-interleaved until the combination pass. (Ie. In 2xMSAA buffer.)
Yes, both of them worked by dropping/masking quads.That was not the case with valve's and london's naive implemebtations, which they admited themselves to be early experiments with room for improvement. They did reportetly produce good enough results as is though. Check out their respective presentations.