This is interesting, Bound PSVR on pro will render twice more pixels + volumetric fog.
http://www.neogaf.com/forum/showpost.php?p=220112635&postcount=40
Let's hope DC VR Will get the same treatment
Has there been any actual confirmation or even talk from Sony about whether Pro will have removable hard drive? I guess there's no reason to believe it won't..
By the looks of the back of it there does seem to be a removable area here:
Insomniac Games is drawing upon the work of Epic's Brian Karis and Timothy Lottes to create a 4K image from a four-million pixel jittered framebuffer in its new Spider-Man title. It believes the quality could exceed the results seen in checkerboarding with a similar overhead.
Wicked!For the more than 700 or so existing PS4 games, Cerny said the goal was to ensure those titles played smoothly no matter what. That’s why the Pro incorporates an identical GPU. Because the new console has "the old GPU next to a mirror version of itself," Sony can support existing games with a simple trick: "We just turn off the second GPU," he said. Developers can patch these titles to boost graphics and performance in very subtle ways.
? This is painful.But unless you have a 4K television, the difference will not be substantial.
He went on to note that on the standard PS4, when moving from application to a game, that application remains resonant in the system memory to allow for fast swapping between the two. With PS4 Pro, that application is moved to the extra 1GB of RAM when swapping to a game, freeing up nearly an entire gigabyte of the console's remaining 8GB of GDDR5 RAM.
He said they kinda turn off a half of the gpuThat DF article is something. Interesting how they handle Ps4 back-compat.
Insomniac Games ... in its new Spider-Man title
Was that known before??
"We'd really like to know where the object and triangle boundaries are when performing spatial anti-aliasing, but contrast, Z [depth] and normal are all imperfect solutions," Cerny says. "We'd also like to track the information from frame to frame because we're performing temporal anti-aliasing. It would be great to know the relationship between the previous frame and the current frame better. Our solution to this long-standing problem in computer graphics is the ID buffer. It's like a super-stencil. It's a separate buffer written by custom hardware that contains the object ID."
Combining downsampling with upsampling/reconstruction seems like a very questionable idea to me."Days Gone, Call of Duty Infinite Warfare, Rise of the Tomb Raider and Horizon Zero Dawn all render up to 2160p with checkerboarding, super-sampling down to 1080p on full HD displays