This can give a blurry look to the overall image, particularly when that interpolation isn't an equal denominator between resolutions(which 7 aren't). Traditional method of upscaling interpolates the available pixels for a frame, and adds pixels to buffer out the frame. However, it's not the typical kind of upscaling. Rainslacker 2091d ago (Edited 2091d ago ) This isn’t a new technique in the sense of it being created for Killzone, and has been used and known about for shadow mapping (wiki for shadow maps) for awhile now. I’d not personally be surprised, particularly as the generation goes on if more games begin to employ this technique as in effect it means that you’ll get more out of the console. The reason for all of this is simply performance. So in other words, it simply keeps a copy of these images its memory buffer (storing that part of the scene) for reference with the next image.
#Quantum break pc change resolution full#
If it is “wrong” however you’ll get a vertical line because the two images don’t quite match up.īy combining the two 960 width frames (which is half the width of the full 1920 width) the game can combine these two images and create a full 1920x1080P image.
#Quantum break pc change resolution 1080p#
It it works and the guess is correct, you’d be hard pressed to find a difference between it and a regular 1080P natively rendered image. This is an extremely effective rendering technique in terms of performance vs the fidelity that it creates. So eagle eyed readers will notice this is in many ways a logical extension to the TSSAA mentioned above where the previous frame was used to act as an anti-aliasing. 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”
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 keep track of three images of “history pixels” sized 960×1080 The current frame The past frame And the past-past frame For each pixel we store its color and its motion vector – i.e. Guerilla Games used it and Killzone looked fantastic. The on screen image is using temporal reproduction to achieve a good balance between performance and fidelity.