Karspankey
Banned
I can confirm that Dark Arisen is 1440p.
I believe the game is native 4K, not using "geometry rendering" or CBR. For the latter, there are no speckle artifacts as typical (though there is a faint solid halo around some objects, leading me to believe some temporal effect may be in place). EDIT: Looking at NXGamer's video, his shots do seem to show CBR artifacts, even though I've not seen any of these in the shots posted to GAF. I stand by my belief that it's not geometry rendering (as detailed below), but it may be 2160c instead of 2160p.
As for the former, yes many of the textures don't appear very sharp, as we might expect if they were being shaded at a lower resolution. But at the very least, some textures are really being rendered at native 4K. Here's a massive zoom of one, showing that there are single-pixel details. This would be impossible if geometry rendering was used.
That said, I expect there's a mixture of techniques here, including some onscreen elements that are not full resolution. In addition to the textures, some foliage sprites seem to be anamorphic. In the below zoom, note in the tan grass how there are vertical details only a pixel tall, but all horizontal detail is two pixels wide.
However, this doesn't apply to all foliage. In another crop from the same screenshot, tree leaves do have details both one pixel wide and one pixel tall.
Differences may be due to very aggressive mipmap levels at the high framebuffer size. In any case, it's consonant with common efficiency methods in many games, where individual effects like shadows and particles are lower resolution than the overall image. As far as I can see, none of it points to The Witcher III actually running at something other thannative4K.
Sweet! Thanks for the explanation! I actually believed it was 4K everywhere and not just the geo, but some of the oddities you explained caused me to change opinions since I didn't want to get my first attempt at pixel counting wrong!