Top
400°

Bluepoint: Native Approach Simplifies A Lot of Things vs Checkerboard Rendering on PS4 Pro

Bluepoint Games talked about choosing the native approach for a 1440p framebuffer with temporal injection for the Shadow of the Colossus remake, commenting that it simplifies a lot of things compared to checkerboard rendering on PS4 Pro.

Read Full Story >>
wccftech.com
The story is too old to be commented.
LavaLampGoo278d ago

Whatever they do it's hard to argue looking at the results

DarkVoyager277d ago (Edited 277d ago )

Agreed. Shadow of the Colossus is one of the best looking games I’ve played on PS4 Pro. It’s up there with Horizon Zero Dawn If not better at times.

Obscure_Observer277d ago

@DarkVoyager

"Shadow of the Colossus is one of the best looking games I’ve played on PS4 Pro. It’s up there with Horizon Zero Dawn If not better at times."

Please. 1440p? Really? To this day GG has the best looking enhanced game on PS4 Pro by a large marging! Checkerboard 4K > Native 1440P! Period!

Fragnum277d ago

@Dark

"It’s up there with Horizon Zero Dawn If not better at times."

That's a strong shout.

There's no doubting SotC is a beautiful looking game, but from a technical perspective Zero Dawn is on another level.

277d ago
277d ago Replies(1)
SuperSonic91277d ago

The original PS2 engine and the Bluepoint Engine running simultaneously in sync?
What is this wizardry!?

Firebird360277d ago

This game looks incredible no doubt. But I can't help but say it's alot to do with how lifeless the world is. Other games have alot going on in them. This game not so much.

Hungryalpaca276d ago

The world being lifeless is part of the game. If it was filled with shit it would defeat the purpose.

+ Show (1) more replyLast reply 276d ago
KaiPow278d ago

If only the PS4 Pro supported 1440p as a standard resolution.

blitz0623278d ago

??? it supports 4K of course it supports anything lower. It's just up to the developers to give that option

Alexious277d ago

You haven't understood his statement. With PS4 Pro you can only select 1080P or 4K resolution. In case you've got a 1440P monitor, you're forced down to 1080P, whereas Xbox One X now natively supports 1440P resolution.

277d ago
ILostMyMind278d ago

Do you have a TV with this resolution?

Eldyraen277d ago

Monitors are hugely popular for some gamers, and many fit Pro’s 1440p high end resolution which is just a perfect fit. TVs are not essential nowadays, and many competitive gamers play on monitors anyways (including a lot of competitions).

Sevir277d ago

Yeah... I'm perfectly happy with my 60" Curved 4K HDR tv... Thanks

rainslacker277d ago (Edited 277d ago )

@Eldyraen

I wouldn't say they're hugely popular, but they do have a market for them.

In any case, there is nothing hardware wise that prevents the PS4 from outputting at that resolution. It can obviously render at it. It's just a firmware issue really. Hopefully Sony will get an update out that will enable it. Seems like a no-brainer to give the option, even if most people don't care about it much.

Would still be up to the dev to enable such a resolution if one wants it native at 1440, but I suppose the API can be adjusted not to checkerboard a native 1440 resolution up to 4K.

ILostMyMind277d ago

@Eldyraen
Ok 😐, but I asked if KaiPow, the person who complains, has this TV. But since you described how important this output resolution is ... Do you have it? Just curious.

starchild277d ago (Edited 277d ago )

I prefer gaming monitors for my games, whether console or PC. I wish the PS4 Pro could output at my monitors native 1440p resolution.

@Sevir

Yeah, but you're also going to have much higher input lag and blurrier motion. Plus, I personally don't think games look good blown up that big. I have a 64" plasma and a 55" FALD LCD and both have great image quality, but I still don't prefer to play my games on them due to higher input lag and the fact that games have too many graphical issues (pop-in, aliasing, texture shimmering, low quality LODs, etc) and these become too glaringly obvious when blown up to larger screen sizes. For these reasons I prefer faster gaming monitors in the 27" to 35" size range.

Hungryalpaca276d ago (Edited 276d ago )

No but my monitor is 1440p 165/hz with gsync and a 1ms response time. Gives you a major edge with next to no input lag.

+ Show (3) more repliesLast reply 276d ago
Eonjay277d ago

Guys watch the DF video. Calling it 1440p is underselling it because it delivers a 4k image so a 1440p support would be going backwards. The whole article takes the devs comment out of context. And they don't use a 1440 frame buffer. They use a technique called temporal reprojection and a 4k frame buffer.

ccgr278d ago

Looks gorgeous, been meaning to pick up the Shadow of the Colossus remake

Hardiman278d ago

It's amazing and even though I beat the PS2 and PS3 versions I've done two play throughs with the Remake. It is absolutely stunning and I just love exploring the world!

SuperSonic91277d ago

Great! I just platinumed SotC this morning and what a journey. The only thing left to do os get all 79 relics and the Sword of Dormin.
So much replay value following Nomad Colossus' footsteps.

SuperSonic91277d ago

Please do. Just remember: boss fights are puzzles created with "open non-linear design" approach. There are many ways to figure out how to beat a colossus. Don't watch Youtube videos. Use all available controls, weapons and gameplay mechanics to solve the boss puzzles.
Experiment with all of them. Mix and match techniqies. Use the immediate environment. Its more rewarding to find the ways by yourself and you'll appreciate the genius of Team Ico. You will know why Bluepoint Games say the game is "still unmatched to this day".

Fragnum277d ago

@ccgr

I agree,

I think the games artistic design goes a long way to making the game so beautifully immersive.

I always think of SotC as a game you "feel" as much as play.

tmisellati278d ago

can some one please explain what the heck is temporal injection ?
i am playing the game these days ant it looks incredible !!

Darkwatchman278d ago (Edited 278d ago )

It’s kind of a similar thing to checkerboard rendering. It uses information from previous frame and “injects” them into the current frame to resolve a higher pixel count. That’s how I understand it.

MegaMohsi278d ago

Yeah this temporal injection thing looks incredible in Ratchet and Clank.

Sevir277d ago

It's taking a temporal Resolution from the previous frame and and injecting them into the new frames image, while jittering the pixel count to a higher resolution... It can be done at 1080p 1440p or 1800p to resolve at 2160p when using a 4k frame buffer... This is what Insomniac has used on both Ratchet and Clank and Spider-Man...

The Technique was developed by Epic games and then used by Ubisoft for For Honor on PS4 and XBOX One X...

rainslacker277d ago

It interpolates information from previous frames into the current frame to make a resolution higher than the actual frame being rendered.

zivtheawesome277d ago

well, basically it uses information from previous frames in order to create a new frame at a high pixel count while using less calculations, but it was never fully explained by insomniac how does it work.

+ Show (1) more replyLast reply 277d ago
ILostMyMind278d ago

I thought temporal injection was checkerboarding.

rainslacker277d ago (Edited 277d ago )

Checkerboarding happens during the render process before the frame is output from the frame buffer. This is why checkerboarding is actually considered a native 4K output when that is the target resolution.

Checkerboarding itself changes pixels so they're no longer square individual units, but a set of pixels which is made up of the current rendered frame, then it uses a prior frame to help fill in gaps to speed up the render process so not every pixel has to be rendered every time.

Temporal injection happens after the render, checkerboarded or otherwise, after the checkerboard process is finished and the final frame is output to the frame buffer, to help clean up the image itself.

Temporal injection falls in line with the rendering process similar to the way anti-aliasing happens. Not part of the actual render, but a clean up of the frame after the render.

Technically, Temporal Injection does not have to be on a specific resolution to work, but it's effects on a 1080 or lower image is negligible, and other techniques are usually better suited to the task.....namely, just doing better renders during the pipeline.

MrZweistein277d ago (Edited 277d ago )

Your write up is actually not correct. CBR is not considered a native Output. The difference in methods is how they derive the missing pixels that are NOT rendered each frame to reach a 4K image. With CBR each frame draw calls don't draw to the full frame buffer (which would be native) but to a checkerboard pattern with half the pixels (hence the name), the other 50% of the pixels is extrapolated with data from the last frame, Temporal injection uses data from previous frames of a lower native resolution to extrapolate the 4K image.

MrZweistein277d ago

Your write up is actually not correct. CBR is NOT considered as native Output. Both methods (CBR and TI) are not drawing the same amount of pixels compared to a native output! The difference in methods is how they derive the missing pixels that are NOT rendered each frame to reach a 4K image. With CBR draw calls don't draw to the full frame buffer (which would be native) but to a checkerboard pattern with less the pixels (hence the name), the rest of the pixels is extrapolated with data from the last frame (most common used implementation of CBR is a 50/50 split of pixels but you can go with any split you chose to), Temporal injection instead uses data from previous frames of a lower native resolution to extrapolate the 4K image.

rainslacker277d ago

All that determines the native output is the resolution that is output from the frame buffer. That is when it will have post render processes attached to it, and those post render processes do their thinking a 4k image. That is on a purely technical definition, and how many pixels are rendered is moot.

Contextually speaking, people around here don't consider it native because it's not rendered pixel by pixel. But if you really look at what's happening, it is still producing a 4k image to output.

Checkerboarding doesn't have to be a render process, but it is in the ps4p.

The percentage of information extrapolated from the previous frame is up to the dev. It's not set in stone.

Temporal injection is a separate process...which was outlined in my op

277d ago
Show all comments (61)
The story is too old to be commented.