Sentences with phrase «frame buffering resolutions»

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 XBOResolution 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 XBOresolution... 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.
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