Bo_Hazem
Banned
First, how to pixel count according to Digital Foundry:
With the new games shown so far, it seems pretty hard to spot aliasing/hard edged lines for such a method. That's why DF previously stated that they need to come up with a new way of comparisons. Maybe you can't have an exact 100% pixel count, but you can see here a block of 4 pixels of mostly compensation for one pixel, a sign of upscaling in Halo Infinite. Also the line itself has a soft color to it that's near transparent: (1600% zoom)
You can see that upscaling will need to make some merging between two pixels when coming from a lower resolution, as you can draw much straight forward lines in the native form.
Demon's Souls, you find much more unique, independent pixels and finer gradation even for an asset that's much more away from the view compared to the above. (1600% zoom)
Picked from the right side, the wall.
You can't find aliasing that easy, so it's near impossible to pixel count in the traditional way of DF that relies on hard-edged lines. Without further investigation of how pixels are forming the image, you can't really have a sharp indication of the true resolution anymore. Especially with VRS that makes things extremely hard as well, as it could be partial resolution like the 720p parts in Halo.
www.resetera.com
The only aliasing I found in DS was this:
This could be VRS, and also could be a result of lower res image error/LOD, or a sign that the 4K final image is AI reconstructed from lower resolution similar to DLSS on Nvidia, probably the newly patented one.
www.androidcentral.com
Though, the final image is indeed 4K, whether it's native or masterfully reconstructed it needs further confirmations.
As for reference to native 4K, here is a static frame from the official PC 4K trailer of RDR2:
Now 1600% to Arthur's hand:
To make 1600% on Paint, you zoom in 800% first, then "print screen" then paste, then zoom in again 800%. With GIMP, you can go up to 25,600%. When you save, don't save as "JPG" as it muddies the screenshot, only use "PNG".
More great references:
www.neogaf.com
www.neogaf.com
It's open for constructive discussions, so we can all make good knowledge out of it. OP will be updated as well.
With the new games shown so far, it seems pretty hard to spot aliasing/hard edged lines for such a method. That's why DF previously stated that they need to come up with a new way of comparisons. Maybe you can't have an exact 100% pixel count, but you can see here a block of 4 pixels of mostly compensation for one pixel, a sign of upscaling in Halo Infinite. Also the line itself has a soft color to it that's near transparent: (1600% zoom)
![vlcsnap-2020-09-28-00h18m25s787.png](https://i.ibb.co/7gGw48V/vlcsnap-2020-09-28-00h18m25s787.png)
You can see that upscaling will need to make some merging between two pixels when coming from a lower resolution, as you can draw much straight forward lines in the native form.
![dgu2bJE.jpg](http://i.imgur.com/dgu2bJE.jpg)
![2LkR6n2.jpg](http://i.imgur.com/2LkR6n2.jpg)
![hic2.jpg](https://i.ibb.co/JsTXctn/hic2.jpg)
![vlcsnap-2020-09-28-00h18m25s787.png](https://i.ibb.co/sWqHRbC/vlcsnap-2020-09-28-00h18m25s787.png)
Demon's Souls, you find much more unique, independent pixels and finer gradation even for an asset that's much more away from the view compared to the above. (1600% zoom)
![ds-1600.png](https://i.ibb.co/TbtZnHb/ds-1600.png)
Picked from the right side, the wall.
![dfdfdfffff.png](https://i.ibb.co/hHN5jTx/dfdfdfffff.png)
![vlcsnap-2020-09-27-18h09m45s143.png](https://i.ibb.co/PztVXKK/vlcsnap-2020-09-27-18h09m45s143.png)
You can't find aliasing that easy, so it's near impossible to pixel count in the traditional way of DF that relies on hard-edged lines. Without further investigation of how pixels are forming the image, you can't really have a sharp indication of the true resolution anymore. Especially with VRS that makes things extremely hard as well, as it could be partial resolution like the 720p parts in Halo.
![HaloVRS.jpg](https://i.postimg.cc/TRSZJW7p/HaloVRS.jpg)
![HaloVRS2.jpg](https://i.postimg.cc/RSH2sVyG/HaloVRS2.jpg)
![www.resetera.com](https://www.resetera.com/styles/resetera/resetera/images/resetera-brandmark.png?_v=92b3d4c7)
DF: Halo Infinite Gameplay Reveal Analysis: Are The Graphics Really Flat?
Digital Foundry is not talking about an element that is quite obvious: Many elements in the image are in low-res. These are not mipmap differences. We can clearly see that it's low-res in the screen space at the shader level. It looks a lot like VRS 3x3. This raises a lot of questions...
The only aliasing I found in DS was this:
![vlcsnap-2020-09-18-16h40m14s817.png](https://i.ibb.co/ZSHbSQn/vlcsnap-2020-09-18-16h40m14s817.png)
![ds-aliasing.png](https://i.ibb.co/TqNCR1p/ds-aliasing.png)
This could be VRS, and also could be a result of lower res image error/LOD, or a sign that the 4K final image is AI reconstructed from lower resolution similar to DLSS on Nvidia, probably the newly patented one.
![www.androidcentral.com](https://cdn.mos.cms.futurecdn.net/P6ZmDcAmoEeszC2VEZA7yW-1200-80.jpg)
Sony files image reconstruction patent that sounds similar to DLSS 2.0, possibly for use on PS5
Sony has filed a patent for an image reconstruction technique. On the surface, this method seems similar to NVIDIA's DLSS 2.0 reconstruction, which uses AI learning to reconstruct a ...
![www.androidcentral.com](https://cdn.mos.cms.futurecdn.net/flexiimages/ojylbffmdc1632303233.png)
Though, the final image is indeed 4K, whether it's native or masterfully reconstructed it needs further confirmations.
As for reference to native 4K, here is a static frame from the official PC 4K trailer of RDR2:
![vlcsnap-2020-09-28-14h14m44s841.png](https://i.ibb.co/kXjs211/vlcsnap-2020-09-28-14h14m44s841.png)
Now 1600% to Arthur's hand:
![rdr-1600.png](https://i.ibb.co/cQRgYvY/rdr-1600.png)
To make 1600% on Paint, you zoom in 800% first, then "print screen" then paste, then zoom in again 800%. With GIMP, you can go up to 25,600%. When you save, don't save as "JPG" as it muddies the screenshot, only use "PNG".
More great references:
![www.neogaf.com](https://www.neogaf.com/styles/neogaf/icons/icon.png)
How can we tell what resolution a game is rendering?
There's been a lot of talk recently about rendering resolution and upscaling for games. During the discussions, I've seen people confused about how a screenshot or video that's 1080p can reliably indicate a game's rendering res is less than that. Some have even doubted that it's possible to tell...
![www.neogaf.com](https://www.neogaf.com/styles/neogaf/icons/icon.png)
Checkboard rendering question (how many pixels are actually being rendered)?
So here's my poor man's understanding of checkboard rendering: You set a target resolution for a particular set of frames. Let's say 4K (3840x2160 16:9) @ 8 Megapixels. You break down this frame into 4x4 pixel sections in a "checkboard" pattern: (this is a 2x2 pattern though, but you get my...
It's open for constructive discussions, so we can all make good knowledge out of it. OP will be updated as well.
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