PS4 Pro Official Specifications (Codename NEO)

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You will see an increase for most games, but whether it will be substantial will be a personal matter to a large extent. I expect better AA, more stable frame rates and better draw distances, and more particles and physics effects to be the main candidates here. Personally I also like the better game DVR/streaming a lot.

Yah, the improved streaming and gamedvr is nice. Curious to see what other features may pop up.
 
Ok, thanks for clarifying that. But my understanding - perhaps wrong? - was that consoles struggle with proper AF because they need to share their finite bandwidth between CPU and GPU, so if there's some additional compression available on Polaris architecture, then more bandwidth would be left for other things, e.g. AF? If that's not the case, then why we don't see better AF on consoles?
As a game developer he's under NDA and probably cannot comment on this as its detailed info pertaining to console hardware.
 
I think native 4k is absolutely pointless so using that as a benchmark spec is a waste. It will produce 4k frames with some form of reconstruction which may be essentially indistinguishable from the real thing in motion. It's not false advertising.

I do think targeting 1080p may still be the best case.
 
The Ps4 Pro is not supposed to offer a completely different experience to the Ps4, but rather enhance that experience.
  • Increased CPU clock = improved performance in CPU limited scenarios, leading to more consistently locked 30 or 60 (depending on the game)
  • Increased gddr5 clock speed + extra 512mb available for developers + improved memory compression from polaris = a requirement with the jump in native res (2x 900p/1080p), it may also enable increased af in comparison to the ps4 but we'll have to wait and see
  • x2.3 jump in gpu power = with the 2x jump in native res (before checkerboard) it is also a requirement. Resolution doesn't scale linearly with gpu power requirements so depending on the game the ps4 pro should offer better performance than the ps4 at 2x the native res, leading to more stable framerate in GPU limited scenarios and improved image quality
If what Sony are saying is to be believed, checkerboard from 2x 900p/1080p to 1800p/2160p should cost nothing to developers (or next to nothing). This is very much an improved Ps4 and not a new console.
 
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render the game at 720P and then use the checkerbox option to reach 1080P.
1080p checkerboard needs internal sampling resolution (per frame) of 960x1080 (not 1280x720). 1080p checkerboard is 12.5% more samples than 720p. Rainbow Six Siege already shipped with 1080p checkerboard on PS4 and 900p checkerboard on Xbox One. Both consoles run at 60 fps. Killzone Shadow Fall (multiplayer) was 60 fps 1080p interlaced on PS4. Interlaced rendering provides identical performance gain to checkerboard.

Both checkerboard and interlaced rendering produce best results at locked 60 fps, because the reprojection difference between frames is halved compared to 30 fps. Fluctuating frame rate is also not an optimal case for these techniques.
 
1080p checkerboard needs internal sampling resolution (per frame) of 960x1080 (not 1280x720). 1080p checkerboard is 12.5% more samples than 720p. Rainbow Six Siege already shipped with 1080p checkerboard on PS4 and 900p checkerboard on Xbox One. Both consoles run at 60 fps. Killzone Shadow Fall (multiplayer) was 60 fps 1080p interlaced on PS4. Interlaced rendering provides identical performance gain to checkerboard.

So does that mean that 4k checkerboard requires an internal resolution of 1920x2160? And thus takes a significantly greater amount of rendering power vs native 1080p? And if it's already possible on PS4/XBO and thus presumably PC GPU's as well, I'm not getting why it's receiving so much hype on the PS4 Pro?
 
So does that mean that 4k checkerboard requires an internal resolution of 1920x2160? And thus takes a significantly greater amount of rendering power vs native 1080p? And if it's already possible on PS4/XBO and thus presumably PC GPU's as well, I'm not getting why it's receiving so much hype on the PS4 Pro?

It's receiving "hype" because it is a h/w solution and not a s/w one. Which means that it's easier to implement in games, Sony make it sound like it's as easy as hitting a 2x 900p/1080p and then the hardware takes care of the rest itself. So instead of the one or two odd games you see implementing checkerboard rendering you'll probably see several titles doing so on the Pro because it's easier (or it's supposed to).
 
So does that mean that 4k checkerboard requires an internal resolution of 1920x2160? And thus takes a significantly greater amount of rendering power vs native 1080p? And if it's already possible on PS4/XBO and thus presumably PC GPU's as well, I'm not getting why it's receiving so much hype on the PS4 Pro?
Not useable in every scenario, different rendering pipelines could suffer more from this technique than gain from it.

It's all a question of when it's appropriate.


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It's receiving "hype" because it is a h/w solution and not a s/w one. Which means that it's easier to implement in games, Sony make it sound like it's as easy as hitting a 2x 900p/1080p and then the hardware takes care of the rest itself. So instead of the one or two odd games you see implementing checkerboard rendering you'll probably see several titles doing so on the Pro because it's easier (or it's supposed to).

I'm curious to know what exactly is made easier, i.e. are we talking about reducing the performance impact and if so by how much, or are we talking about reducing developer workload, or a combination of both? I'm also interested to understand whether this is genuinely a unique hardware addition to PS4P, or whether they are just leveraging standard functionality of Polaris to implement a custom software solution.
 
I'm curious to know what exactly is made easier, i.e. are we talking about reducing the performance impact and if so by how much, or are we talking about reducing developer workload, or a combination of both? I'm also interested to understand whether this is genuinely a unique hardware addition to PS4P, or whether they are just leveraging standard functionality of Polaris to implement a custom software solution.
http://www.eurogamer.net/articles/digitalfoundry-2016-three-hours-with-playstation-4-pro
Speaking to developers on site, several aspects of the checkerboard technology came into focus. Up until now, we've seen it as a software post-process upscale, but in actual fact, it's one of a number of new custom features backed into the PS4 Pro's GPU and as such comes with zero cost to game developers. We also understand that while it is a hardware feature, game-makers do seem to have a certain level of control - which may perhaps explain why different games exhibit varying levels of artefacting.
Obviously a custom hardware addition, we'll learn more soon when Cerny explains it publicly.

It could be something that will come in the next AMD GPU...

Jonathan Blow said it's not completely free. There are still compromises.
 
I wonder what Blow has spent 5Gb of RAM on (claiming he is already pushing RAM limits), and why his game renders in 900p on ps4. Now he's making bla bla about free or not free checker board.
 
What I'm wondering about is how flexible it is. I assume they can do custom pattern, the technique looks eerily similar to their PSVR resolution gradient. If they went out of their way to add custom hardware for this it would be crazy not to make it useful for both 4K and PSVR. Or dynamic resolution using this with more or less holes, starting with less important areas of the screen.
 
I'm curious to know what exactly is made easier, i.e. are we talking about reducing the performance impact and if so by how much, or are we talking about reducing developer workload, or a combination of both? I'm also interested to understand whether this is genuinely a unique hardware addition to PS4P, or whether they are just leveraging standard functionality of Polaris to implement a custom software solution.

From what Sony have said to the press it is a -relatively- flexible h/w solution. Obviously, the specific details are kept hidden behind NDAs and without first hand experience with the device and Cerny not yet making clear what it is exactly all we can say is that Sony implemented a h/w solution for checkerboard rendering. I assume they want to make it easy for developers to say
  • develop a game for the Ps4 as planned
  • have it run at twice the resolution on the pro
  • have the hardware render at 1800p/2160p w/ checkerboard
  • not worry too much about the pro version running at sub-par perf due to h/w boosts in almost every area (cpu, mem b/w, gpu)
If they make it any more complicated than that they might as well have dropped the idea of a h/w implementation. And given the almost surely huge disparity between pro/normal users they probably wanted to make a port from one to the other easy for developers, while also allowing people with h/w expertise experimentation with different modes (4k/1080p). They also help HDR adoption (by devs) by having every Ps4 HDR compatible (through the 4.0 firmware update), so the two major differences between the two systems will be resolution and performance consistency (that will vary from title to title obviously).
 
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Because it's PRO's secret sauce. The internet loves them secret sauces, specially when they are insecure about a system's specs.
I hope Scropio has at least 4 SHAPE units, I'm sure that will do.
SHAPE discussion was interesting, at least it was a powerful processing block. The craziness was more about the Data Move Engines, and The Cloud. I don't understand why DME were talked about for so long.
 
Scorpio needs at least 4x teh shape for true native hdr audio with unconpressed soundsamples!
 
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