Killzone: Shadow Fall Multiplayer Runs at 960x1080 vertically interlaced

THANK YOU

I thought it was just me. I probably seemed crazy with all of my complaints about it. Reveal placement was excellent but it's awkward in the final game.

Thought I was alone here. Noticed the odd placement in Tomb Raider (for guns) and Uncharted 1 as well. Those might just be me.
 
Thought I was alone here. Noticed the odd placement in Tomb Raider (for guns) and Uncharted 1 as well. Those might just be me

Yep. On screen weapon placement is something I'm really OCD about. Tomb Raider doesn't bother me as much as Uncharted though. Uncharted you can actually tell the bullets are coming out of the gun at an angle. BF4 has the best in my opinion.
 
The reflections on the buildings were downgraded also. And the frame-rate is best locked at 30 so the micro-stutter from the frame-rate jumping up and down goes away. Character models look pretty much the same. The guy leading you down the stairs animates a little better in the final. I'm impressed with what they achieved in SP, though, and can't wait to see their next game.

The building reflections were way over done. The one thing that I can see that I would call a downgrade is the mist and the cloud effects. Its really noticeable when you compare starting at :40 in the reveal video and the :44 mark in the final build.

Everything looks the same.
 
Hey, someone do me a biggy. Remember this direct feed video they released before the game came out? They said not to host streaming because it would compress it.
http://blog.us.playstation.com/2013...-fall-ultra-high-bitrate-multiplayer-footage/

Can someone download that and see if the same problem we're seeing now exists in this video?

The same problem is visible in the video. As well as showing that it's about 50fps.
I scaled the image ×2 to make it more visible.

Killzone.gif

Link for apng for no gif colour dithering http://dezeer.kapsi.fi/killzone/killzone.apng

Its weird how the ghosting appears as trailing from the previous frame, but it still renders the new objects as whole, like the leaf. I would really like to see a technical writing how it blends the fields.
00001058.png
 
Right, but this was a conversation specifically about the merits of that resolution. Check the comment I was responding to for the context of why I brought it up.
Though the thread it's in does, the post you're referring to has nothing to do with the merits of 1080p over other resolutions. You can tell this by the fact that it's a comparison of two games the poster believed were both running at 1080p. And by the fact that neither screenshot he included is actually 1920x1080. It's clear he was pointing out differences in lighting, effects, and framerate, not resolution.

To be fair, the idea for this thread came up in another discussion where someone was using a MP screen from Shadowfall as an example of impressive-looking 1080p visuals.
Yes, he was using Killzone MP as such an example. But Shadow Fall's visuals are impressive, even in multiplayer with its resolution woes. The reprojection technique Guerrilla used causes issues only with the IQ. Lighting, effects, texturing, and geometry aren't impacted, and are all top-tier; there are very few games in the same league (I'd say just Ryse and perhaps BF4).

The IQ problems (or the unrelated framerate issues) may be a dealbreaker for some people, but that personal preference doesn't eliminate the technical quality of the rendering.
 
Hopefully with this reveal, some realize that graphics shouldn't be judged by resolution alone.

I think it looks great even at sub-1080p.
 
There sure is a lot of sky falling in this thread. Why does this really matter? Either the game looks good and plays good or doesn't. Does the minute technical details really change your enjoyment of the game?
 
By this logic WoW is more impressive.

The more you want to put inside of occlusion culling, the less detailed each individual game object has to be. 1 500k poly character becomes 5 100k poly characters. One 3m poly building becomes an entire MP map.

Scale doesn't mean its doing more, its just reducing object complexity to fit everything in a rendered field of view. That's before we even dive into effects such as lighting, shadows, shading, particles, etc.
Are you trying to argue we should not account for scale and scope when comparing games? Because you can absolutely argue weaker textures and polygon count is made up for with a massive map scale and player count. Trying to twist that into saying scale is everything and WoW is king is disingenuous at best.
 
There sure is a lot of sky falling in this thread. Why does this really matter? Either the game looks good and plays good or doesn't. Does the minute technical details really change your enjoyment of the game?

Well it answered a few questions as to why the multiplayer had a weird blurry effect, but was hard to capture.

People feel betrayed, and they should. Not saying this isn't a legitimate technique that shouldn't be used again, but pretending they weren't doing this is what destroyed some trust. Heck, even pixel counting wouldn't work to prove this effect.

What you are seeing is a lot of people feeling a need to comment on something they have no clue about, gloating that some king has been dethroned, ignoring the other titles that still prove them wrong.
 
Am I the only one who never thought KZ SF MP looks bad?

I never questioned the graphic quality.

I thought it looked good as well. Not as good as SP but I expected that. I do wish that they had locked FPS at 30 though. The framerate for Warzones, especially 24 player ones, jumped around wildly making the game feel choppy at times. Which could be frustrating in fire fights, objective game modes where there are a lot of grenade spamming and what not going around.
 
Since when can a picture be both progressive and interlaced at the same time?

The interlacing happens on the software end rather than using an actual interlaced video mode. It's still sending a "full" 1920x1080 screen every time it refreshes, but half of those pixels are new while the other half are interpolated from the last frame.
 
Well, it looks OUTSTANDING so in the end GG delivered.

May this be why several people (myself included) think Ryse: Son of Rome is on par with it?

Not the same type of games but for a showcase of these new consoles I think they both fit the bill. They do look good, IQ is, hmmm so so if you come from high end pc gaming.
That's about it.

It's interesting though that this surfaced just now. It kinda was Xbox One-drama-for-your-mama at the time but some people did get it right : both consoles are weaksauce in the end.

Of course I expect some better titles towards the end of this gen. If Diablo 3 can improve no reason these consoles can't, right?^^
 
The interlacing happens on the software end rather than using an actual interlaced video mode. It's still sending a "full" 1920x1080 screen every time it refreshes, but half of those pixels are new while the other half are interpolated from the last frame.

To be clear, all the pixels are "new" but half of them were generated as a extrapolation using information from the previous + the new information from the rasterized half of the current frame.
 
Since when can a picture be both progressive and interlaced at the same time?
Yes, also the 1080p notation refers to the horizontal scan, and any interlacing in this case would be done vertically.

Edit: Yes the game produces a new 1920x1080p buffer on each update but only re-draws half of the vertical lines and uses data from the previous frame to draw the rest.
 
The entire fly-over. Especially the main building you're flying to. Maybe the devs thought that looked better, but it really looks like a downgrade to me. And this is glass and Windex from the future, buddy!




Ha. There's great and poor textures in both games. And what's wrong with BF4's lighting?


lol, and this

What I get from it is that you like the more pronounced reflections. Having played through the game and seen the reveal footage. I don't think it is downgraded at all. In fact, the final game has some improvements. Character models for instance are better. Textures are pretty much uniformly high quality, so I don't know where you are coming from there.
 
People feel betrayed, and they should. Not saying this isn't a legitimate technique that shouldn't be used again, but pretending they weren't doing this is what destroyed some trust. Heck, even pixel counting wouldn't work to prove this effect.

to be honest, it sounds like they gave the people what they wanted. this thread has taught me that 70% of what people enjoy about resolution is merely the idea of it. unless the differences in resolution are massive.

i hypothesize that gaffer A, playing a game that they think is 900p but was in fact 1080p, would enjoy their game LESS than gaffer B, who thinks they're playing a 1080p game that is in fact 900p.

maybe we can set up an experiment.
 
A top notch upacaler that crushes all the detail out of the dark parts of the image.

Really, just cut back on some of the effects instead of the resolution or frame rate. 1080p native without all this bullshit faking should be the standard and we should all be able to get on with it.

No. It is a good scaler. People with X1's experiencing 'black crush' are not running their display in the correct RGB mode.
 
Are you trying to argue we should not account for scale and scope when comparing games? Because you can absolutely argue weaker textures and polygon count is made up for with a massive map scale and player count. Trying to twist that into saying scale is everything and WoW is king is disingenuous at best.
That wasn't my intent if you read past my first sentence and the person I quoted. Judging by your post, I'd call that a big no.
 
The really odd thing about this story is that Digital Foundry apparently learned from this technique back then when they visited Guerrilla for their Killzone tech article, yet they did not think that it was worthy of being mentioned in that article. At least we can be sure that Guerilla must have explained that technique to DF themselves, since the technique is quite unique and DF's description of it so specific. It is highly unlikely that DF did find this out alone.

If Guerilla wanted to "lie" as many here say, then why did they tell DF, and why did DF not report this info until now? That is really odd.
 
The really odd thing about this story is that Digital Foundry apparently learned from this technique back then when they visited Guerrilla for their Killzone tech article, yet they did not think that it was worthy of being mentioned in that article. At least we can be sure that Guerilla must have explained that technique to DF themselves, since the technique is quite unique and DF's description of it so specific. It is highly unlikely that DF did find this out alone.

If Guerilla wanted to "lie" as many here say, then why did they tell DF, and why did DF not report this info until now? That is really odd.
This whole thing is getting more and more confusing the more I think about it.
 
I don't fully understand the tech involved to make this happen but its been a good read so far. I personally think GG did one helluva job on KZSF regardless of how they got there.
 
Well it answered a few questions as to why the multiplayer had a weird blurry effect, but was hard to capture.

People feel betrayed, and they should. Not saying this isn't a legitimate technique that shouldn't be used again, but pretending they weren't doing this is what destroyed some trust. Heck, even pixel counting wouldn't work to prove this effect.

What you are seeing is a lot of people feeling a need to comment on something they have no clue about, gloating that some king has been dethroned, ignoring the other titles that still prove them wrong.


Did they pretend tho? They never really came out and said how They came to the resolution until it was discovered now.
 
That don't load/stream properly



That take damage incorrectly, and don't function properly in laggy servers



That are pre-canned / scripted. Even the small stuff if pre-canned with gibs.



That doesn't work, rubber bands, and/or crashes.


BF is fun as a different beast, but it's a technical mess. It's only a looker on a high end PCs that can brute force it's inelegant design while hoping it doesn't crash. IOW, it;s got its own serious issues.
I have no idea what you're talking about.

Sounds like a pretty lousy way to dismiss valid points. BF4 looks great. Doesn't need a super computer to run it, either. The destruction is fucking awesome. There's a hell of a lot more to it than just the 'levolution' sequences. Vehicles take damage incorrectly(?) so their inclusion isn't impressive? lol And not sure what you're talking about with the levels not loading or streaming properly. That's an issue I haven't ever heard about.

It sounds like you've never even played it.
 
Not the same type of games but for a showcase of these new consoles I think they both fit the bill. They do look good, IQ is, hmmm so so if you come from high end pc gaming.
That's about it.

It's interesting though that this surfaced just now. It kinda was Xbox One-drama-for-your-mama at the time but some people did get it right : both consoles are weaksauce in the end.

Of course I expect some better titles towards the end of this gen. If Diablo 3 can improve no reason these consoles can't, right?^^

I have some of the highest end GPU's you can get for a PC and run my PC games beyond what 99.999% of people can achieve...

And I still believe that Killzone Shadow Fall is one of the best looking games yet released on any platform. It looks that good. Image quality on it is simply incredible. Anyone that argues that needs to get their eyes checked and make sure their TV isn't a POS.
 
I have some of the highest end GPU's you can get for a PC and run my PC games beyond what 99.999% of people can achieve...

And I still believe that Killzone Shadow Fall is one of the best looking games yet released on any platform. It looks that good. Image quality on it is simply incredible. Anyone that argues that needs to get their eyes checked and make sure their TV isn't a POS.

I hope you're not talking about the multiplayer. Single player I can kind of agree with you.
 
I haven't read the whole thread...so apologies in advanced.

Doesn't this mean it was 1080i? Or maybe I don't really know the definition of 1080i.
 
I have no idea what you're talking about.

Sounds like a pretty lousy way to dismiss valid points. BF4 looks great. Doesn't need a super computer to run it, either. The destruction is fucking awesome. There's a hell of a lot more to it than just the 'levolution' sequences. Vehicles take damage incorrectly(?) so their inclusion isn't impressive? lol And not sure what you're talking about with the levels not loading or streaming properly. That's an issue I haven't ever heard about.

It sounds like you've never even played it.

Ehhhh I have played a lot of BF4 on my PS4 and all of the issues said in the quoted post are true. The game has some serious problems.
 
I have some of the highest end GPU's you can get for a PC and run my PC games beyond what 99.999% of people can achieve...

And I still believe that Killzone Shadow Fall is one of the best looking games yet released on any platform. It looks that good. Image quality on it is simply incredible. Anyone that argues that needs to get their eyes checked and make sure their TV isn't a POS.

exactly
 
That you're completely ignoring the definition of "interlaced".

*More akin* =/ exact terminology.
I was just simplifying it because it's horizontally interlaced, rather than vertical.

Saying it's 1080i when the full 1080 vertical lines are being progressively rendered each frame seems innacurate to me.
 
It's not the end of the world that everyone tends to make every little thing that pops up in this "console war" but I am disappointed in Sony. We were mislead. I want transparency.



I don't hate them. I'm not selling my ps4. No PRE-ORDER CANCELLED LOL>OLOL. I merely think that it's disappointing and I expect better out of them and every other developer that I like.
 
Framerate matters more.

The horizontal(left to right) resolution of Full HD is 1920. Where is 1080 lines of horizontal resolution coming from?
I'm guessing that was meant as "1080" = 1920x1080, and "i" = interlaced. 1920i x 1080 is a mouthful. It'd be 1080i then, but interlaced the other way.
 
I hope more developers implement this tech. Aim for at least 30-40fps, use varying amounts of interlacing for 60fps. Surely the blurriness can be reduced with time.
 
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