I’m curious how mainstream frame interpolation and framebuffer upscaling will become with stuff like this because a 4 TFLOP GPU isn’t doing 4K anything other than quake 3
in theory it’s totally fine, like, I have a PC that can actually drive 1440p@120hz but in most cases for most users I bet you could pretty much get there from 1080p30 with clever temporal AA.
PSVR is already shipping on the OG model with a target of 120hz interpolated from 60 native, right? curious to see how that pans out.
The VR guys have an interesting frame interpolation-ish approach (I guess technically not interpolation because it only needs 1 frame rather than 2) called “timewarp” where it actually feeds the latest camera angle into the algorithm for super low input latency. But it means you need to be super disciplined about not having any HUD or avatar body/gun visible (it would horribly shimmer/jitter). Not something I expect to ever see in non-VR games.
As for conventional frame interpolation, that would actually make latency worse (instead of just posting the next frame as soon as you have it, you would post an interpolated frame), as well as causing the usual disorientation that everyone complains about on 120Hz TVs, so it’s pretty much a totally evil approach probably invented by ex-Nazis that nobody should ever use.
As for framebuffer upscaling, that’s already totally mainstream. Just look at any Xbone game (har har).
So it’s Lost Vikings as written by Kevin Smith thru the lens of Kotaku readers animated in a 2005 Flash game engine and voice acted by dudes in a basement?
The interpolation is to 90hz IIRC. The powerpoint with Neo details leaked many, many moons ago details some of the other questions you’re asking (I believe they’re saying for games to be rendered at 1800p for 4k, which is roughly 70% or so of the way if I didn’t fuck up the math).
None of this matters. What matters is that Sony has a “4k” product in the marketplace for an entire year before MS does.
Actually, what matters today is SUPER MARIO RUN
edit:
Mark Cerny has stated that directly connecting a DS4 via USB reduces input latency on Pros (right now, the connection is always via Bluetooth).
Almost the only thing I care about any more in terms of “graphical development” is better animations, collision, and materials modeling. If I see one more gorgeous hi-def ~60fps bazillion-dollar art budget AAA assetfest feature a main character with a back-sheathed longsword that clips through his cape I’m going to fucking scream.
I am hugely impressed by what For Honor is doing with both animation and gameplay. While in theory this game is basically custom-made for me to love it, there’s something about it that leaves me cold. I think it is basically that the more I learn about real HEMA the more I realize how utterly impossible it is to replicate its basic principles via any available control schemes, and so the increasing fidelity of everything else leads to an uncanny valley effect. Contrast tactical gunplay, which is able to be simulated at a much higher level of fidelity with simple kb/m (add in a TrackIR and you’re really getting somewhere).
I’m also wierd in that I think any thing exceeding hi end ps2 level of fedility just feels wasteful and unnecessary. I’d rather see cleaner animations and more things on the screen than things with more detail than I’ll ever notice at average camera distances.
I feel like the way game graphics are going is kind of boring. I’d love to see a PS4 game with PS2 models and textures, and all the leftover put into something else.
obscure TV lag tests make it seem like sony has dropped the ball w/ their androido smart-TVs, while samsung’s curved monsters are hovering around the magical™ 20 msec barrier ……… if you believe in that kind of stuff, of course.
(for the record, i’ve been pretty happy w/ my W805 47ish" so far. Also because in comparison to the panasonic i’d tested it against, i didn’t have to configure much more than “motion flow [off]” and be done with it. philistine that I am, I noticed some serious lag on a friends’ TV (rev-limiter bouncing off before sound does, rumble slightly off), so his JVC would probably have been at the lowest end of the spectrum, even i could tell that, for once.)
anyway, watchdog2 will be 4K, R U? no I’m not, will still be playing it.
amen, and I have no clue why technical prowess isn’t a thing someone would dabble around in … the
"left side: comptetitor" #judder “right side: smooth as vikander’s skin” advert would be a no brainer, you’d think.
I’ve heard some of the recent Atelier games are running on a descendant of the Dynasty Warriors engine, which I suppose knows a thing or two about barely-there environments. Though usually their compromise is so they can stuff MORE entities into it…