Sentences with phrase «checkerboard rendering»

"Checkerboard rendering" is a term used in computer graphics to describe a technique that alternates rendering pixels in a checked pattern. It helps to fill in missing or incomplete image details, giving the illusion of a higher resolution without actually rendering all the pixels. Full definition
Scorpio uses that extra GPU for a native 4K display, where the Pro uses checkerboard rendering to emulate 4K using less power.
As reported earlier, Tripwire Interactive made sure that owners of 4K displays will play the game at 1800P (3200 × 1800) native resolution with checkerboard rendering and subsequent upscaling to 4K.
In addition, it seems that the Scorpio will also be using the cutting - edge checkerboard rendering technique to «upscale» games to 4K - like resolution, just like Sony's PS4 Pro.
Thanks to some seriously clever optimisation, the Pro (let alone a hypothetical PS5) can already run games convincingly at 4K / 30 fps by way of checkerboard rendering.
The studio patched the PS4 version of The Witcher 3 in early October to add support for the PS4 Pro, which enabled 4K resolution via checkerboard rendering on that console.
While the PS4 Pro can achieve 4K through checkerboard rendering and dynamic resolution, we can't deny the fact that it still looks good on a 4K TV with HDR.
The PS4 Pro uses a technique called Checkerboard Rendering which allows its weaker processor to effectively upscale games to display 4K games without actually rendering all 4K pixels.
Ubisoft are instead utilising checkerboard rendering in order to hit that UHD target.
It, too, uses = checkerboard rendering in addition to some titles using dynamic resolution scaling (basically, the resolution is reduced on - the - fly during complex moments in a game in order to keep the framerate stabilized).
Sure they might be checkerboard rendering from 1800p to 2160p, but the difference is negligible compared with 1080p against 2160p sitting at a normal distance (roughly 3 metres).
While PlayStation 4 Pro owners will have checkerboard rendering at 2160p, which is the same resolution that Horizon Zero Dawn runs.
-- How does checkerboard rendering differ from standard upscaling?
Arguments have raged online about the method used on the PS4 Pro regarding checkerboard rendering, which many people equate to upscaling but others disagree.
So that's what we're using, but yeah, we're not doing anything like checkerboard rendering, we're just doing the native approach, which simplifies things a lot actually.
Topics include an improved method for approximating spherical area lights by bending the light vector of a single point light, practical realistic atmospheric scattering with height fog, our 2 - frame temporal anti-aliasing solution for 1080p, and finally our optimized 2160p checkerboard rendering and «tangram» resolve strategy used on the PS4 Pro.
Sony recently announced the visual enhancements that will be offered by the PS4 Pro hardware and confirmed that it will run at dynamic 4K resolution with checkerboard rendering.
When prioritising resolution, PS4 Pro runs at 1800p using checkerboard rendering, compared to a native 1720p on Xbox One X. Because of World's reconstruction method, the Xbox One X version ends up looking sharper in motion.
The Detroit: Become Human demo on Playstation 4 Pro renders at a resolution of 3840 × 2160 using a form of checkerboard rendering and this is downsampled when outputting at 1080p.
Bluepoint Games talked about choosing the native approach for a 1440p framebuffer with temporal injection for the Shadow of the Colossus remake, commenting that it simplifies a lot of things compared to checkerboard rendering on PS4 Pro.
For comparison, CD Projekt RED's PlayStation 4 Pro patch for the epic RPG delivered a 2160p image through checkerboard rendering, according to Digital Foundry, reconstructed from a base resolution of 1920 × 2160.
It's unsure whether the title will render in native 4K, or will use the PS4 Pro's Checkerboard rendering technique to upscale to 4K.
Skyrim Special Edition is one of the first games to support PlayStation 4 Pro, with the code already included on the game disc., and unlike the majority of Pro enhanced titles, Bethesda's popular RPG runs natively at 4K resolution - that's a 3840x2160 framebuffer without utilising checkerboard rendering or upscaling from a lower resolution.
A few hours ago, Digital Foundry published a full technical analysis video for the Metal Gear Solid V PlayStation 4 Pro update, noting how the update introduces a barebones 1440p resolution increase, with no checkerboard rendering and no texture upgrades.
Like most PS4 Pro enhanced games, the game will probably use «checkerboard rendering» to upscale to 4K, though this hasn't been confirmed.
Digital Foundry goes as far as defining Horizon Zero Dawn perhaps the most accomplished open world experience this far this generation, with the game using checkerboard rendering to reach a full 2160p pixel count.
It's kind of a similar thing to checkerboard rendering.
The PS4 Pro version uses checkerboard rendering to achieve a resolution of up to 3360 × 1890.
Whereas on the Xbox One X, a checkerboard rendering solution is not used and a resolution of up to 3200 × 1800 is achieved.
It was always intended to be a modest upgrade over PS4 Slim, and use checkerboard rendering to fill the gap.
For gamers who have a keen eye when it comes to the visuals, there is a clear difference between the native 4K and checkerboard rendering but for the most part, they are clearly identical.
In the majority of the exclusive games of the Xbox One, they are able to do native 4K, unlike the PS4 Pro where it heavily relies on checkerboard rendering and super sampling most of the time.
That's a bold claim since Quantic Dream has officially confirmed that the game would use checkerboard rendering to render the game in 4K, and at this year's GDC event, the developer showed off a slide which clearly mentioned «2160p checkerboard at 30 fps» on Sony's enhanced PS4 console.
And PS4pro is not a native 4K machine it's a checkerboard rendering machine stop with misleading information fanboy, you can also keep telling yourself X1X doesn't do that hahahahaha salty are we
A few hours ago, Digital Foundry published a full technical analysis video for the Metal Gear Solid V PlayStation 4 Pro update, noting how the update introduces a barebones 1440p resolution increase, with no checkerboard rendering and no texture upgrades.
The majority of the games on Pro use the checkerboard rendering technique to «simulate» a full - 4K resolution.
Nonetheless, this goes against Digital Foundry's early reported leaked info about Scorpio, which apparently suggested that checkerboard rendering would be the go - to method for the Scorpio too.
The game will run at 1800P (3200 × 1800) with checkerboard rendering, just like we surmised for many PlayStation 4 Pro games, and Ultra textures.
What do you think of the console's specs — could it run Warframe at 4K@60FPS, perhaps through checkerboard rendering?
Both versions run at 1440p resolution without any sort of checkerboard rendering.
While many are debating what those promises truly mean and whether we'll see the majority of games in Native 4K or checkerboard rendering, Microsoft's Xbox chief Phil Spencer believes the Xbox One X is «a true 4K console.»
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