But, I totally agree that it was extremely misleading and they should differentiate between true and
frame buffering resolutions in the future.
Dynamic Resolution Scaling (DRS, or Dynamic Resolution Adaptation, DRA) is a technique that allows to change
the frame buffer resolution on the fly.
Not exact matches
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.
All that determines the native output is the
resolution that is output from the
frame buffer.
«There's a chance that H2 Anniversary campaign could run at a different
resolution to accommodate the second
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 XBO
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 XBO
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...
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.
This peculiarity is a result of Quantum Break's high - tech rendering technique, which consists of four
buffers at 2 / 3rds the selected
resolution being temporally reconstructed, instead of one native
resolution render each
frame.