Sentences with phrase «frame buffer»

The phrase "frame buffer" refers to a temporary storage area in a computer's memory that holds the image being shown on the screen. It helps in quickly displaying visuals and allowing smooth movements on the screen. Full definition
He also assured the system will run games at native 4K and will support a 4K frame buffer.
But, I totally agree that it was extremely misleading and they should differentiate between true and frame buffering resolutions in the future.
However, during the GDC 2018 Optimizing UE4 for Fortnite: Battle Royale presentation, Epic showed a slide indicated that they are targeting a full 4K (2160p) resolution as the max frame buffer soon on the console.
However, during the GDC 2018 Optimizing UE4 for Fortnite: Battle Royale presentation, Epic showed a slide indicated that they are targeting a full 4K (2160p) resolution as the max frame buffer soon on the console.
With CBR each frame draw calls don't draw to the full frame buffer (which would be native) but to a checkerboard pattern with half the pixels (hence the name), the other 50 % of the pixels is extrapolated with data from the last frame, Temporal injection uses data from previous frames of a lower native resolution to extrapolate the 4K image.
If you can get at the pure math involved for all the axis, it wouldn't be difficult to figure out a stereo displacement for each visual field, then blit them together on the same frame buffer.
Maybe we need to take a second look at ALL the ps4 games to see if they are truly 1080P or there is a variable frame buffer or interlacing.
«There's a chance that H2 Anniversary campaign could run at a different resolution to accommodate the second frame buffer.
The PlayStation 4 Pro renders the game between 900p and 1080p, using a temporal upsampling technique to create a 1080p frame buffer.
The Xbox One X version renders between 1080p and 1440p, using the same temporal upsampling technique to create a 1728p frame buffer.
Xbox One X is built for true 4K gaming, which combines 2160p frame buffers, High Dynamic Range and Wide Color Gamut into a pristine visual package.
Xilinx Virtex - 5, Virtex - 4, and Virtex - 2 Pro designs incorporated embedded PowerPC, microblaze processors, 1.06 Gbit / sec fibre channel interface, DDR SDRAM video frame buffers, closed loop motor controllers, serial ADC / DAC interfaces, USB 2.0 and DSP functions.
It doesn't look like a native 4k frame buffer, but then «native 4k» was never claimed.
With CBR draw calls don't draw to the full frame buffer (which would be native) but to a checkerboard pattern with less the pixels (hence the name), the rest of the pixels is extrapolated with data from the last frame (most common used implementation of CBR is a 50/50 split of pixels but you can go with any split you chose to), Temporal injection instead uses data from previous frames of a lower native resolution to extrapolate the 4K image.
Temporal injection happens after the render, checkerboarded or otherwise, after the checkerboard process is finished and the final frame is output to the frame buffer, to help clean up the image itself.
And they don't use a 1440 frame buffer.
They use a technique called temporal reprojection and a 4k frame buffer.
All that determines the native output is the resolution that is output from the frame buffer.
Checkerboarding happens during the render process before the frame is output from the frame buffer.
It's taking a temporal Resolution from the previous frame and and injecting them into the new frames image, while jittering the pixel count to a higher resolution... It can be done at 1080p 1440p or 1800p to resolve at 2160p when using a 4k frame buffer... This is what Insomniac has used on both Ratchet and Clank and Spider - Man... The Technique was developed by Epic games and then used by Ubisoft for For Honor on PS4 and XBOX One X...
Furthermore, all consoles use the Temporal Anti-Aliasing Upsample (TAAU) to reconstruct a frame buffer in a way that hides resolution changes, unlike the Spatial Upscaling technique.
Deferred rendering is expensive in terms of the frame buffer size, and that doesn't fit well with the 32 MB ESRAM.
There's an 8 frame buffer on everything, meaning you have 8 / 60ths of a second window (which is very large in fighting game terms) on everything.
Dynamic Resolution Scaling (DRS, or Dynamic Resolution Adaptation, DRA) is a technique that allows to change the frame buffer resolution on the fly.
Play 4K games like Forza Motorsport 7, Super Lucky's Tale, Crackdown 3 and Sea of Thieves, the way they're meant to be played on Xbox One X. Lose yourself in worlds built for true 4K gaming, where action is brought to life with 2160p frame buffers, High Dynamic Range and Spatial Audio.
Lose yourself in worlds built for true 4K gaming, where action comes to life with 2160p frame buffers and 6 teraflops of graphical processing power.
Its 11 GB GDDR5X of video memory helps the frame buffer deliver faster loading while eliminating any noticeable latency.
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