PS4K information (~2x GPU power w/ clock+, new CPU, price, tent. Q1 2017)

From what you described here, you upscaled it.

giphy.gif


When you use 2X rendering resolution on a emulator you think that's the same thing as up-scaling?


ef80927df91f4daf48aa16618f7261d6.jpeg
 
Anyone else worried that devs will make PS4k first priority over PS4, and they'll end up getting less attention and have technical issues?

If PS4k is an success this will happen for sure. Early adopters of consoles are the people who buy many games. If these people switch to the new console publisher/developer will concentrate on the PS4k.
 
Yup, The PS2 emulation is nice on PS4, but it's nowhere near the clarity of native 1080p pcsx2.
That's because PS4 emulator up-renders to 1292x896, then that is upscaled to 1920x1080. That won't look quite as good as native 1920x1080 uprender.

However, it also means that PS4 emulator is not doing some fancy upscaling, or whatever that patent diagram is suggesting. It actually renders at higher resolution, and at highed color depth too.

You can see that on this image comparison:

http://www.eurogamer.net/articles/digitalfoundry-2015-grand-theft-auto-san-andreas-face-off

Note how PS2 version of the game has dithered gradients and rough looking brick textures for example, while PS4 version has smooth and more precise gradients, and nicely defined lines of brick textures. You can't accomplish stuff like that just with some upscaling.

You need to stop saying "up-rendered".
He shouldn't. It would be entirely possible to up-render 1080p PS4 game to 4K, on a (much) stronger machine with the hardware that's similar enough. Similar how changing the resolution in a PC game doesn't mean that you're 'upscaling'
 
That's because PS4 emulator up-renders to 1292x896, then that is upscaled to 1920x1080. That won't look quite as good as native 1920x1080 uprender.

However, it also means that PS4 emulator is not doing some fancy upscaling, or whatever that patent diagram is suggesting. It actually renders at higher resolution, and at highed color depth too.

You can see that on this image comparison:

http://www.eurogamer.net/articles/digitalfoundry-2015-grand-theft-auto-san-andreas-face-off

Note how PS2 version of the game has dithered gradients and rough looking brick textures for example, while PS4 version has smooth and more precise gradients, and nicely defined lines of brick textures. You can't accomplish stuff like that just with some upscaling.


He shouldn't. It would be entirely possible to up-render 1080p PS4 game to 4K, on a (much) stronger machine with the hardware that's similar enough. Similar how changing the resolution in a PC game doesn't mean that you're 'upscaling'
I would love to see a comparison of an upscaled image and an up-rendered image.
 
When you use 2X rendering resolution on a emulator you think that's the same thing as up-scaling?

Up-rendering is just an unusual term that I don't think is used, at least I've never seen it. Rendering typically refers to the process leading up to producing the frame buffer (the pixels), scaling is the part after where the pixels may be used to produce an image of a different resolution.

Looking at that screenshot my assumption would be that the emulator is rendering at a higher resolution, but I am not familiar with it or its interface.

E: worked my way back to the article from Shu. Hard to tell. If I recall his english isn't the strongest? My assumption would be he was referring to the internal rendering resolution. Dude is a smart guy, don't think he'd throw the term rendered around willy-nilly.
 
If it's the same thing KZ:SF used then you can find a pretty detailed post on their site.

Q: So how does “temporal reprojection” work and what’s the difference with up-scaling?

Up-scaling is a spatial interpolation filter. When up-scaling an image from one resolution to another, new pixels are added by stretching the image in X/Y dimension. The values of the new pixels are picked to lie in between the current values of the pixels. This gives a bigger, but slightly blurrier picture.

Temporal reprojection is a technique that tracks the position of pixels over time and predicts where they will be in future. These “history pixels” are combined with freshly rendered pixels to form a higher-resolution new frame. This is what KILLZONE SHADOW FALL uses in multiplayer.

So, in a bit more detail, this is what we need for this technique:

We keep track of three images of “history pixels” sized 960x1080

The current frame

The past frame

And the past-past frame

For each pixel we store its color and its motion vector – i.e. the direction of the pixel on-screen

We also store a full 1080p, “previous frame” which we use to improve anti-aliasing

Then we have to reconstruct every odd pixel in the frame:

We track every pixel back to the previous frame and two frames ago, by using its motion vectors

By looking at how this pixel moved in the past, we determine its “predictability”

Most pixels are very predictable, so we use reconstruction from a past frame to serve as the odd pixel

If the pixel is not very predictable, we pick the best value from neighbors in the current frame

On occasion the prediction fails and locally pixels become blurry, or thin vertical lines appear. However, most of the time the prediction works well and the image is identical to a normal 1080p image. We then increase sub-pixel anti-aliasing using our 1080p “previous frame” and motion vectors, further improving the image quality.

The temporal reprojection technique gave subjectively similar results and it makes certain parts of the rendering process faster. This reduces controller lag and increases responsiveness, which improves the KILLZONE SHADOW FALL multiplayer experience.

https://www.killzone.com/de_CH/blog/news/2014-03-06_regarding-killzone-shadow-fall-and-1080p.html
 
If it's the same thing KZ:SF used then you can find a pretty detailed post on their site.

https://www.killzone.com/de_CH/blog/news/2014-03-06_regarding-killzone-shadow-fall-and-1080p.html

It almost certainly isn't, but that is pretty cool.

I am suddenly remembering all the 1080p complaints about KZ at launch. I like that their response is Native 1080p in single player, motherfucking temporal pixels for multiple player. Fuck off with your noise!

I may have embellished a bit there. Just a bit.
 
When you use 2X rendering resolution on a emulator you think that's the same thing as up-scaling?


ef80927df91f4daf48aa16618f7261d6.jpeg

If you use 2x rendering resolution, then the emulator will actually render higher than the default PSP output. Let's say if the original PSP render at 320x240 natively, 2x rendering resolution will render at 640x480 natively.

But you're talking about 4k gaming, that doesn't mean the PS4K will render at 4k natively, it might be able to render higher than 1080p for example 1440p and then upscale it to 4k. But it is not the same as rendering at 4k natively (not gonna happen unless Sony want to sell PS4K at $1000-$1500).
 
Ok first the new Xbox NeXt 4k capable and now this:

Nintendo NX Will Be Capable Of Outputting 4K

It even has DDR4 Memory (between 6GB – 8GB). EDIT: Available to software.

If all the rumours about PS4K/Xbox X/ Nintendo NX are true and they all can output 4K, next-gen is offcially out.

Console manufacturers surely know what the competitors are doing that is why they all need to stay in competetion and do similar things to counter the rivals.
 
I'm going to take the NX leaks with a grain of salt. I recall people were saying how much more powerful the WiiU was over the PS360 and while it had more ram and a slightly better gpu, its cpu was laughable compared to the Cell and Xenon.

Which explained why some of the PS360 ports to WiiU had some odd issues.
 
I'm going to take the NX leaks with a grain of salt. I recall people were saying how much more powerful the WiiU was over the PS360 and while it had more ram and a slightly better gpu, its cpu was laughable compared to the Cell and Xenon.
So laughauble it beat PE in everything but FLOPS. Which did not help with ps3/360 ports, but let's not bastardize every single argument on these boards with 'this laughauble', 'that ancient', 'x86 or bust', shall we. I'm sure most gaffers could do better than that.
 
So laughauble it beat PE in everything but FLOPS. Which did not help with ps3/360 ports, but let's not bastradize every single argument on these boards with 'this laughauble', 'that ancient', 'x86 or bust', shall we. I'm sure most gaffers could do better than that.
Blu don't underestimate fanboy imaginations.
 
So laughauble it beat PE in everything but FLOPS. Which did not help with ps3/360 ports, but let's not bastardize every single argument on these boards with 'this laughauble', 'that ancient', 'x86 or bust', shall we. I'm sure most gaffers could do better than that.

Why not? CPU guys should be anyone's by others with "x86 or bust" just as much as engine guys should be by "UE4 or bust" arguments ;).
 
When you use 2X rendering resolution on a emulator you think that's the same thing as up-scaling?

No. Emulators typically, at least on the PC render them natively and not upscale. You're going to have to explain the difference between native rendering, up-rendering, and upscaling because so far all I've seen are examples of either rendering natively or an image being upscaled.
 
I'm struggling to see the difference.
Up-render is mainly buzzword/marketing term. The patent image shows a process slightly different from how emulators usually increase the internal rendering resolution but the end result is the same. (The difference is that it uses the original pixel position for one of the 4 samples instead of distributing all the samples positions uniformly).

Is far more clear to just say "increased internal resolution", specially if you don't know if they are using the patented method.
 
No you didn't.

You rendered it in 4K.

I'm struggling to see the difference.

No. Emulators typically, at least on the PC render them natively and not upscale. You're going to have to explain the difference between native rendering, up-rendering, and upscaling because so far all I've seen are examples of either rendering natively or an image being upscaled.

Up-render is mainly buzzword/marketing term. The patent image shows a process slightly different from how emulators usually increase the internal rendering resolution but the end result is the same. (The difference is that it uses the original pixel position for one of the 4 samples instead of distributing all the samples positions uniformly).

Is far more clear to just say "increased internal resolution", specially if you don't know if they are using the patented method.

Tell me your definition of native rendering, upscaling, and uprendering then we can talk.


If you "increased internal resolution" what did you just do?

You up'ed the rendering, Why is that so hard to understand?

If PS4 games are native 1080p & you render them in 4K you up-rendered them to 4K.
 
If PS4 games are native 1080p & you render them in 4K you up-rendered them to 4K.

If the PS4K is rendering at 1080p native and show it as 4k signal, it's called upscaling.
If the PS4K is rendering at 1440p native and show it as 4k signal, but OG PS4 is rendering at 1080p. That means the PS4K increase the internal rendering resolution from 1080p to 1440p but still upscale it to 4k.

Uprender to 4k != native 4k render.

At this point, I think uprender is just a marketing/buzzword if it doesn't tell you the internal resolution. You should say "PS4K render at 1440p natively and upscaled to 4K" instead of "4K uprendered"
 
The games are not native anything.

The PS4 renders (many) games natively in a 1920 x 1080 pixel backbuffer (aka 1080p). Any potential PS4K would not be powerful enough to increase the backbuffer to anything close to 3840 x 2160 pixels (aka 4K). If anything, it might increase the backbuffer in one dimension or another to then better upscale it to match a 4K front buffer.

It most probably won't do that anyway, because if it uses its increased resources to do that, 1080p displays would hardly see increased image quality at all, just slightly better antialiasing due to supersampling. When the PS4K comes out, it will probably allow developers to make games look or run better in 1080p and then apply a clever upscaling to 4K. That way everybody could profit from it, not just 4K TV owners.
 
The games are not native anything.

The PS4 renders (many) games natively in a 1920 x 1080 pixel backbuffer (aka 1080p). Any potential PS4K would not be powerful enough to increase the backbuffer to anything close to 3840 x 2160 pixels (aka 4K). If anything, it might increase the backbuffer in one dimension or another to then better upscale it to match a 4K front buffer.

This poses many problems to the quantic scalar nodes for the raster modules though.

¯\_(ツ)_/¯
 
Anyone else worried that devs will make PS4k first priority over PS4, and they'll end up getting less attention and have technical issues?

Logically only when ps4k sales would outnumber OG ps4 sales, as all developers want money and a bad performing game does not sell as well.

When that happens is impossible to predict, but OG ps4 will have a 40 + million head start, so even if Ps4k goes full steam at 15 million per year it will still take minimum 3 years before Ps4K is the main attraction.

If Sony keep selling OG Ps4, then Ps4K may never be the base console, and will just get parity or better effects / frame rate and will always be a second thought.

I personally will still get it as big devs on AAA game slike say Witcher or a Frostbite game will I think offer nicer things for Ps4k, but will still be focussed on their main audience.

What will happen though is Ps4K settings will be used to SHOW OFF games ....thats for sure, but no different to ubisoft showing games running on Titan X
 
Logically only when ps4k sales would outnumber OG ps4 sales, as all developers want money and a bad performing game does not sell as well.

When that happens is impossible to predict, but OG ps4 will have a 40 + million head start, so even if Ps4k goes full steam at 15 million per year it will still take minimum 3 years before Ps4K is the main attraction.

Only a small part of the userbase is really interesting for publishers. The biggest part of gamers buy CoD/Madden/FIFA and occasionally another game at sale. But there is a minority who buys many games and at full price. It's likely that these gamers are the first to switch to the new console. If PS4k sells 15 million in its first year the PS4 would be only an afterthought for developers and publishers.
 
A lot of us are worried that the older models will get shafted but what are the chances that there is an upgrade option?

Is it possible for Sony to simply swap out the SoCs?
 
No, you cant simply drop in a new SoC. There will be no official upgrade path. Once the new system is out the market will be flooded with PS4s and the price will drop to next to nothing leaving you to foot the $250+ bill.
 
A lot of us are worried that the older models will get shafted but what are the chances that there is an upgrade option?

Is it possible for Sony to simply swap out the SoCs?

Zero chance. And I doubt console motherboards use socketed processors even if it were possible.

Of course maybe retail would offer a trade-in deal, like say gamestop.

But really if the 4K comes to pass it seems like they are going to follow the Apple model. New revision priced like the original at launch with the current one price dropped to get the budget conscious on board.
 
I hope this has better WiFi.

this so much. the internet on the PS4 is dreadful. it took me 40 minutes to download the 3.50 update over wifi. it was only 286mb. i have 75 down / 5 up internet connection. it should really have only taken about 30-40 seconds.

playing games online or streaming netflix works OK but i dread the thought of downloading games or updates. I've never seen my PS4 get the speeds I pay for. even when i used ethernet i was getting no where near 75 down.

my pc, smartphone, laptop, and xb1 have no bother connecting to the internet in the same room as the PS4.
 
Hopefully it has the latest HD interface (latest SATA whatever) to boost perf.
The SSD performance is not throttled by the SATA interface, but by system design. The ARM Coprocessor has access to it as well as the main CPU, so it isn't directly attached. Also you have to factor in encryption. While a redesign / semi-successor surely can improve performance there, you will never get PC-like throughput out of it.
 
The SSD performance is not throttled by the SATA interface, but by system design. The ARM Coprocessor has access to it as well as the main CPU, so it isn't directly attached. Also you have to factor in encryption. While a redesign / semi-successor surely can improve performance there, you will never get PC-like throughput out of it.

I must the say HD performance is good (well i'm satisfied with it). BluRay installation is super fast. I just hope for further improvement if at all possible.
 
So laughauble it beat PE in everything but FLOPS. Which did not help with ps3/360 ports, but let's not bastardize every single argument on these boards with 'this laughauble', 'that ancient', 'x86 or bust', shall we. I'm sure most gaffers could do better than that.

You really do monitor every thread so that you can be there to defend Wii U's honor at every chance. Crazy you're still at it after all these years.
 
You really do monitor every thread so that you can be there to defend Wii U's honor at every chance. Crazy you're still at it after all these years.

It really is hilarious, you have developers literally saying how weak the cpu compared to 360/ps3, then blue comes out with some test he did at home or some theory or speculation if why it's as powerful or even more powerful, when developers with NDA comment on how weak the cpu compared to lastgen, then you know there is a big problem.
 
The SSD performance is not throttled by the SATA interface, but by system design. The ARM Coprocessor has access to it as well as the main CPU, so it isn't directly attached. Also you have to factor in encryption. While a redesign / semi-successor surely can improve performance there, you will never get PC-like throughput out of it.

Thought PS4 only had SATA2 interface which means you are looking at 265-285MB/s on any SATA3 SSD.
 
If you "increased internal resolution" what did you just do?

You up'ed the rendering, Why is that so hard to understand?

If PS4 games are native 1080p & you render them in 4K you up-rendered them to 4K.

You really don't seem to understand what you're talking about. This is not the first time it seems like you read a buzz word and latched on to it without fully understanding what you're reading. I ask again, tell me the difference between native rendering, up rendering and upscaling. All you did was say it's up-rendered without explaining what the difference is between these three techniques. If you can't explain the difference on a basic technical level, how can you even be sure you understand what they mean? At least a few of us here have asked you to define the three things and how they differ. For starters games in itself aren't a native resolution. They are set to render at a native resolution. Just like PC games aren't defined by some set resolution.
 
Top Bottom