Because you up-rendered it to 4K
You need to stop saying "up-rendered".
Because you up-rendered it to 4K
From what you described here, you upscaled it.
You need to stop saying "up-rendered".
Anyone else worried that devs will make PS4k first priority over PS4, and they'll end up getting less attention and have technical issues?
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.Yup, The PS2 emulation is nice on PS4, but it's nowhere near the clarity of native 1080p pcsx2.
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'You need to stop saying "up-rendered".
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.
I would love to see a comparison of an upscaled image and an up-rendered image.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'
When you use 2X rendering resolution on a emulator you think that's the same thing as up-scaling?
Q: So how does temporal reprojection work and whats 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.
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
When you use 2X rendering resolution on a emulator you think that's the same thing as up-scaling?
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A lot of people included me.Anyone else worried that devs will make PS4k first priority over PS4, and they'll end up getting less attention and have technical issues?
No you didn't.Because you up-rendered it to 4K
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.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.
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 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.
I'm struggling to see the difference.No you didn't.
You rendered it in 4K.
It surely takes an effort, but I stand by my beliefs ; )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.
When you use 2X rendering resolution on a emulator you think that's the same thing as up-scaling?
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).I'm struggling to see the difference.
Because you up-rendered it to 4K
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 PS4 games are native 1080p & you render them in 4K you up-rendered them to 4K.
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.
Anyone else worried that devs will make PS4k first priority over PS4, and they'll end up getting less attention and have technical issues?
You may be able to compensate that by polarizing the deflector shields in reverse order.This poses many problems to the quantic scalar nodes for the raster modules though.
¯_(ツ_/¯
Then you better make sure to modulate the bifocal RAM interface before you extrapolate the spectral matrix.This poses many problems to the quantic scalar nodes for the raster modules though.
Then you better make sure to modulate the bifocal RAM interface before you extrapolate the spectral matrix.
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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.
Hopefully it has the latest HD interface (latest SATA whatever) to boost perf.
Then you better make sure to modulate the bifocal RAM interface before you extrapolate the spectral matrix.
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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?
I hope this has better WiFi.
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.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.
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.
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.
A lot of people included me.
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.