TC is a butthurt cow
You are a fool.. It is easy to see you either created that your self or a true fool did for you.
There is no 720p + 1080p internal upscale that first stage on the left doesn't work like that at ALL.
What internally upscale games on xbox one is the xbox one scaler which is the same one the PS 4 has and every GCN GPU,if the game is render at 720p and upscale to 1080p in the very first freaking process there is no way you can claim is not upscale,you are so dumb is not even funny.
Basically what you try to picture there is a game that is 720p and that is upscale to 1080p in the very first process,then claiming that since the unit interface is 1080p some how the final output is 1080p,which is a total joke when that screen the very first process that it claim it is taking place is a 720p rendering with a 1080p upscale in other words on the very first process it claimed to have upscale anything involving upscale mean is not native.
That part on the lest doesn't even make sense,once the game is render it will after that be upscale if that is the instruction you are giving the xbox one by your resolution settings there is no 4 steps which 3 are basically the same.
How about you include my several paragraphs of text with the image which you removed that explains from A-Z how this works, contradicts everything you just said and actually provides context, oh, would that be too damaging?
Thanks
@tormentos: ok inspector gadget there is no downgrade for me to comment on if there was i would. so start a thread showing the quantam break downgrade and i'll post in that too. and uncharted graphics are overrated by cows. especially last gen. as was god of war graphics. jaggied messes not sure what that statement has to do with this thread. but please go back and find all my comments of me bashing sony i'd love to relive them cause I sure don't remember them. Also be a darling and find my comments of me bashing microsoft too because i'm sure those exist. Especially from last gen. Nintendo as well. Please I'd love to read them again
Except it has the privilege of having the only subHD game this gen. top kek.
tsk tsk....I feel so sorry for you. How devastated and frustrated you are that you can't even find words to defend your precious Sony when talking with me.
900p is not sub HD...hahahaaaaaaaaaaaaaaaaaaa Neither is 768p...hahahahaaa
Don't worry i am sure PS4 exclusive will land on PC.... Hahaha when hell freezes over...hahahahaaa
Nice spin but you already know I'm talking about the exclusively subHD game Crapzone:Shadow Fail made by the first party Garbage Games. lol 900pStation, not even WiiU has a subHD game this gen. Remember the famous lawsuit against Sony and Garbage games for the lie for passing it off as 1080p.
@dynamitecop: Yes the order has something to do with 1080p. It has the same pixel density of 1080p. Was this a clever cop out by enforcing that only one proper aspect ratio look by resolution. of course it was. When you play the order your always getting pixel density of 1080 for the details you can see and black bars for missing details as you noted.
@dynamitecop:
Quote :
The Order is 1920x800, that IS a 2.4:1 aspect ratio and it's progressive scan which means based upon 800 horizontal lines of vertical resolution The Order is 800p.
.....
As i said. 800p doesn't exist in 2.40:1 ratio. LOL.
The Order is 1080p in 2.40:1 on 16:9 TV.
@tormentos: "There is no 720p + 1080p internal upscale that first stage on the left doesn't work like that at ALL."
It is very common to render to lower resolution off-screen targets before post-processing. Even first year students can do this (I teach computer graphics).
@imt558: at 21:9 how many vertical pixels are rendered?
@dynamitecop: There is no one answer to this. Unless his question was in just for a 1080p display. WTF is going on with this thread. Lets just except that cut backs are made for consoles to hold target frame rates.
There's only one answer, it's 800 and the display device is completely irrelevant. 21:9, 16:9, 16:10, 4:3, 5:4, it doesn't matter what display you view The Order on, it's still only rendering 800 lines, the display doesn't designate what is or is not being rendered.
This isn't a complex equation.
@tormentos:
I did read it. It states the raw output is 1080p, with some game assets being lower reolution.
In fact, nailing down resolution proves rather difficult, due in part to how various elements on screen are rendered. Based on Remedy's own Siggraph 2015 white paper, we understand screen-space lighting, ambient occlusion, and global illumination pipelines are all handled at 1280x720 on Xbox One in order to budget for a 33.3ms render-time.
Curiously, the paper also states Xbox One's final output is 1920x1080, and that's where there is some confusion - as we've yet to see evidence of full HD 1080p gameplay in close analysis - barring the title's HUD elements and menus.
In every scene tested so far, a native resolution of 720p is the consistent result found in each pixel count test - so while there's every possibility of individual render targets operating at higher resolutions, basic geometry that we're able to measure hands in a 720p result as things stand.
Where.?
Is not the first time they do this they also did with Alan Wake people may argue the solution they use work but the fact is the resolution they use is lower and they try to sugar coat it before as well.
This is minutia but the game is rendering a 1920x800 image not a 1920x1080 image. So by definition it is not rendering the image you are playing in "1080p". Pixel density and image quality is the same but the game isn't rendering in full 1080p. If the PS4 could handle the game in a true 1080p image it wouldn't have black bars but it can't so they finagled it. Same way if the xbone could handle quantam break in 1080p they wouldn't run it in 720p. It's just developers coming up with different solutions to optimize a game for a platform.
That is know as 1080p cinematic and is tag as so in movies,in other words the majority of movies with black bars on blu-ray are not 1920x1080p yet they are define that way,is the ratio the issue is since 2.40:1 without blackbars is not 1080p is a far greater resolution.
But for all intended purposes the games is no 1080p because is not rendering 1920x1080p but at the same time is not upscaling either so those black bars + 1920x800 imae compose the 1080p image black pixels are still pixels.
No quantum break is 720p and was claim to be 1080p it just have a damn menu in 1080p much like the witcher 3 also did,and like COD advance warfare where it is claim to be 1080p dynamic but the reality is that 99% of the time is 1366x1080p,i can put up with the game being lower than 1080p is the dishonesty the problem,and like i claimed when Guerrilla did the same with Killzone they should have now lie about the output of the game calling it 1080p when it wasn't online.
Those black bars are not being rendered, that is pixel fill from the television because it's getting no rendering information for those 280 lines not present in the image, it's the same reason when you actually play The Order on a 21:9 display the black bar are not present, the aspect ratio of the render fills the entire screen. If it was rendering those bars in a 1920x1080 image they would still be present on a 21:9 display and black bars would also be present on both sides, since they are not the game is rendering at 1920x800 which is 800p with an aspect ratio of 2.4:1...
Bullshit because that would imply that your TV is rendering at 1920x800 which TV's don't do,they display 1920x1080p your TV will not display 1920x800 it simply will say out of range or resolution not supported,try a resolution your TV doesn't support and you will soon see that. Those are black pixels.
@imt558:
I deal with this stuff. If I were to do a two layer digital painting at 1920x1080, creates second semi transparent layer at 720p over that, it would result in many artifacts making counting pixels rather difficult.
Finally someone gets it. Most of these folks are just babbling without understanding the technique. Remedy is most likely going to state that their pixel counting technique fails to take this into consideration. However, you might still be able to get it to work on geometry against the sky or void. Screen space effects would typical being voided on such edges.
Yes and digital foundry is babbling to only butthurt lemmings know how resolution work and no one else on this freaking planet,the same fools who claimed a CPU over head API will increase the xbox one resolution and end 720p games as if resolution was a damn job of the CPU..hahahahaa..
This thread is pure gold one i will surely book mark for future fun making,i don't even get why lemmings are so butthurt with this is not like the xbox one first 720p game is Quantum Break and the other great looking xbox game Ryse was 900p with drops into the 17 FPS,you lower the resolution or Ryse to 720p and you have a solid 30FPS game which is what Crytek should have done,but didn't because already they downgraded from 1080p to 900p on a time were MS wanted to make seen like the xbox one was a powerhouse with hidden power.
@Pedro:
Yes. Of course I may be wrong in this case, but considering it is stated that concluding the resolution wasn't that simple can mean it's certainly possible.
Also, if a game is designed around a given resolution where the play angles don't succumb to much artifacting, higher quality in game assets--texture res,etc--can provide a better image than a 1080p one with lesser asserts.
Just look at Ryse. It is under native display resolution on xbox one yet it is considered to have some of the highest Fidelity visuals on the console.
I find that most PC gamers just see a resolution number and then what's done is done. Said it many times before; all these PC fanboys raving about 4k plus resolutions at whatever Hz yet in all likelihood the display shoots out piss poor color accuracy, black levels, and contrast ratio. THIS is where detail is lost.
Yeah Ryse is also one of the most enclosed games you will ever find were you can't move more than 20 feet from side to side,and even reviews slam it for it.Is build like a fighting game were most of the assets are concentrated over a small area,this is why games like Tekken 5 ere such beauty on PS2 and other platforms as well.
@imt558: at 21:9 how many vertical pixels are rendered?
@dynamitecop: There is no one answer to this. Unless his question was in just for a 1080p display. WTF is going on with this thread. Lets just except that cut backs are made for consoles to hold target frame rates.
There's only one answer, it's 800 and the display device is completely irrelevant. 21:9, 16:9, 16:10, 4:3, 5:4, it doesn't matter what display you view The Order on, it's still only rendering 800 lines, the display doesn't designate what is or is not being rendered.
This isn't a complex equation.
I deleted my post when I saw that we are only talking about The Order not in general. I was about to say other games can be natively this if they choose to be 2560x1080 or 3440x1440. If they can handle that. The question is a bit vague
@tormentos: "There is no 720p + 1080p internal upscale that first stage on the left doesn't work like that at ALL."
It is very common to render to lower resolution off-screen targets before post-processing. Even first year students can do this (I teach computer graphics).
Precisely, look at all of the games on Xbox One making use of internal rendering adjustments for dynamic resolutions, the console is not doing that, it's the engine making adjustments. The same can be done with rendering and upscaling, the engine can render at 720p and upscale within itself with no need for external processing, all they have to do is code it to function this way and that is exactly my explanation for what is taking place here.
The game renders in the engine at '720' (or whatever it may be), it's then upscaled in engine, the UI/menus are rendered to a native 1080p and they both exit the engine pipeline as a 1080p signal natively. That doesn't mean Quantum Break is rendering natively at 1080p, that just means it left the engine pipeline natively at 1080p with no need for reprocessing through the on chip upscaler. This explains the menus and UI being natively rendered at 1080p yet the game appears to run in a lower resolution, this can only be accomplished by the means set forth.
Those black bars are not being rendered, that is pixel fill from the television because it's getting no rendering information for those 280 lines not present in the image, it's the same reason when you actually play The Order on a 21:9 display the black bar are not present, the aspect ratio of the render fills the entire screen. If it was rendering those bars in a 1920x1080 image they would still be present on a 21:9 display and black bars would also be present on both sides, since they are not the game is rendering at 1920x800 which is 800p with an aspect ratio of 2.4:1...
Bullshit because that would imply that your TV is rendering at 1920x800 which TV's don't do,they display 1920x1080p your TV will not display 1920x800 it simply will say out of range or resolution not supported,try a resolution your TV doesn't support and you will soon see that. Those are black pixels.
@dynamitecop said:those bars are filled in by scaling methods from the source device or display itself.
*Ba dum tss*
Same with Alan wake. They tried to do too much and they aren't exactly savvy. Leave that to the naughty dogs remedy. You lost the fight.
Actually this is a good news for PC version, that they didn't hold it back, just to hit 1080p on Xbox One, which is becoming more and more useless everyday.
@tormentos Only in the first screenshot he posted. It just doesn't look grade. Also the only gameplay videos we have are from a year ago. Otherwise we can only go by short action sequences from trailers that may or may not be in-game.
Drop it have you forgot that you are the creator of the Uncharted flame thread about how Uncharted looked online.? You know were you pretended it looked like Uncharted 2...So you can pretend it look like Mario kart we already know your angle dude.
The amount of misinformation is astounding. Here are the facts. Digital Foundary cannot determine the games internal native resolution on the Xbox One or any console. Why? Because its an internal process and the only method of evaluation that is open to them is using raw output after the engine/software processes the data. Here another fact that most folks are missing from the derived documentation is that very specific elements of the rendering pipeline are being rendered at a lower resolution based on the Siggraph docs. These elements are screen space elements that are blended on the final image for performance gains. A 1080p image being blended with 720p data and approximation. This why the Internet can be a real pain because misinformation is so rampant. I will be willing to demonstrate the technique discussed but I don't think anyone with agenda care to be actually know what is actually transpiring.
I know that technology very well,is call ""Bluff Rendering"" and it require 2 things actually is not such a new technology.
Requirements.
1-A developer DECEITFUL and dishonest enough to lie to millions of people without regrets.
2-A group of fools who will believe it blindly without question.
As i already stated,you lemmings are a joke now no one can know a resolution of game because this damn game is not 1080p like it was claim but 720p,and some lemmings want to claim that using some mystic and complex new technology (lol also used on Alan wake a game that was on development for 6 years) some how now one is able to tell the real resolution..hahahaa
Is not easier to think that because the game is demanding and the xbox one has a 7770 like GPU some how 720p is what they can achieve without compromising frames,no it must be some hidden tech that no ones knows about but remedy...hahahaaa
Bluff Rendering is call and it work like a charm for what i can see.
I guess Uncharted is 60FPS offline after all,ND just have some secret tech that draw 60 frames per seconds internally and output only 30 frames to that it doesn't humiliate the xbox one even more..
You lemmings are quite something and this EPIC thread is getting book marked..hahahahaaaa
@tormentos: ok inspector gadget there is no downgrade for me to comment on if there was i would. so start a thread showing the quantam break downgrade and i'll post in that too. and uncharted graphics are overrated by cows. especially last gen. as was god of war graphics. jaggied messes not sure what that statement has to do with this thread. but please go back and find all my comments of me bashing sony i'd love to relive them cause I sure don't remember them. Also be a darling and find my comments of me bashing microsoft too because i'm sure those exist. Especially from last gen. Nintendo as well. Please I'd love to read them again
How is from 60 to 30 FPS a downgrade but from 1080p to 720p not.? Hypocrite much.?
Precisely, look at all of the games on Xbox One making use of internal rendering adjustments for dynamic resolutions, the console is not doing that, it's the engine making adjustments. The same can be done with rendering and upscaling, the engine can render at 720p and upscale within itself with no need for external processing, all they have to do is code it to function this way and that is exactly my explanation for what is taking place here.
The game renders in the engine at '720' (or whatever it may be), it's then upscaled in engine, the UI/menus are rendered to a native 1080p and they both exit the engine pipeline as a 1080p signal natively. That doesn't mean Quantum Break is rendering natively at 1080p, that just means it left the engine pipeline natively at 1080p with no need for reprocessing through the on chip upscaler. This explains the menus and UI being natively rendered at 1080p yet the game appears to run in a lower resolution, this can only be accomplished by the means set forth.
The adaptive resolution stuff that you see in some games and up scaling is different. Every ps4, xbox one game that has a lower resolution is up scaled to 1080p as the standard for consoles. This is also for every part that is not native 1080p for those adaptive resolution games. Uncharted 4 mp will be upscaled to 1080p, final output will be 1080p but native resolution from the game pipeline couldn't handle 1080p. I think the problem here your trying to pass all these games as somehow there the same as native 1080p games. Scaling has gotten pretty good and if fidelity is good can really help a game but can never match pixel density.
Precisely, look at all of the games on Xbox One making use of internal rendering adjustments for dynamic resolutions, the console is not doing that, it's the engine making adjustments. The same can be done with rendering and upscaling, the engine can render at 720p and upscale within itself with no need for external processing, all they have to do is code it to function this way and that is exactly my explanation for what is taking place here.
The game renders in the engine at '720' (or whatever it may be), it's then upscaled in engine, the UI/menus are rendered to a native 1080p and they both exit the engine pipeline as a 1080p signal natively. That doesn't mean Quantum Break is rendering natively at 1080p, that just means it left the engine pipeline natively at 1080p with no need for reprocessing through the on chip upscaler. This explains the menus and UI being natively rendered at 1080p yet the game appears to run in a lower resolution, this can only be accomplished by the means set forth.
The adaptive resolution stuff that you see in some games and up scaling is different. Every ps4, xbox one game that has a lower resolution is up scaled to 1080p as the standard for consoles. This is also for every part that is not native 1080p for those adaptive resolution games. Uncharted 4 mp will be upscaled to 1080p, final output will be 1080p but native resolution from the game pipeline couldn't handle 1080p. I think the problem here your trying to pass all these games as somehow there the same as native 1080p games. Scaling has gotten pretty good and if fidelity is good can really help a game but can never match pixel density.
I understand it's different, I'm just highlight the adaptability of a game engine and how much it can control internally, things tormentos doesn't seem to understand.
Yes, a game is upscaled by the console if it leaves the engine in a sub 1080p state to fill the void, we're on the same page with that. What I am saying is that the engine for Quantum Break is likely doing its upscaling internally so the output from the engine is 1080p, thus nothing is upscaled by the device itself and that is completely bypassed. You have to look at the menu's and UI, those are rendering in real time with the game and they are native 1080p, the only way I can see this being possible is if the entire image is leaving the engine in 1080p, but that doesn't mean the game itself has a render resolution of 1080p, it's simply converted internally.
@tormentos: ...that's not a thing
If you help me it could be..
Hell i am surprise you are not having a field day with lemmings here..lol
How about you include my several paragraphs of text with the image which you removed that explains from A-Z how this works, contradicts everything you just said and actually provides context, oh, would that be too damaging?
Thanks
There is no explanation that can explain that graph you did there.
rendering at 720p and upscaling to 1080p in the very first process doesn't change anything,you still are UPSCALING any process where you scale the image is not NATIVE any more as simple as that.
Your very first process kill your whole graph,then saying 720p+ 1080 scaling as if that would change anything doesn't work or fix your broken argument.
Nice spin but you already know I'm talking about the exclusively subHD game Crapzone:Shadow Fail made by the first party Garbage Games. lol 900pStation, not even WiiU has a subHD game this gen. Remember the famous lawsuit against Sony and Garbage games for the lie for passing it off as 1080p.
Crapzone is not sub HD,so AGAIN i don't know what your talking about.
http://www.courthousenews.com/2015/05/04/sony%20dismiss.pdf
You mean this that ended dismissed.?
But hey i didn't defend sony fool in fact i was one of the few who claim sony should not have lie about the resolution.
By the way is no different than when MS promise all games to be 720p on xbox 360 and on launch deliver its onw first party game Perfect Dark Zero in lower than 720p resolution,so did many other including every single Halo game but Halo 4,that was advertised as 720p on the cover but were all lower resolution.
But since you are a lemming in disguise you will not see that...lol
@tormentos: "There is no 720p + 1080p internal upscale that first stage on the left doesn't work like that at ALL."
It is very common to render to lower resolution off-screen targets before post-processing. Even first year students can do this (I teach computer graphics).
No RENDERING 720p then upscaling is one thing,rendering 720p + 1080p upscale it a fail terminology.
It shows he made that crap up,once you upscale an image is not NATIVE any more so if on the first process you upscale the image don't claim is native that is a joke.
And the process on the right what the f** the last 3 process are the same just for the sake of having something to make the list longer,fact is Dead Rising is 720p always and upscale,Quantum Break is only 1080p on the menus just like The witcher 3 is also 1080p only on menus and all the gameplay is 720p,which is why DF saythey didn't measure 1080p at all in all that they analyse.
Precisely, look at all of the games on Xbox One making use of internal rendering adjustments for dynamic resolutions, the console is not doing that, it's the engine making adjustments. The same can be done with rendering and upscaling, the engine can render at 720p and upscale within itself with no need for external processing, all they have to do is code it to function this way and that is exactly my explanation for what is taking place here.
The game renders in the engine at '720' (or whatever it may be), it's then upscaled in engine, the UI/menus are rendered to a native 1080p and they both exit the engine pipeline as a 1080p signal natively. That doesn't mean Quantum Break is rendering natively at 1080p, that just means it left the engine pipeline natively at 1080p with no need for reprocessing through the on chip upscaler. This explains the menus and UI being natively rendered at 1080p yet the game appears to run in a lower resolution, this can only be accomplished by the means set forth.
@dynamitecop said:those bars are filled in by scaling methods from the source device or display itself.
*Ba dum tss*
Dynamic resolution is not new and is on PS4 as well,it works by adjusting the resolution on the fly depending on the load,in fact Wipeout on PS3 does this it can be 1080p 60FPS and drop resolution on the fly when things get hot so that the frames don't drop,and they don't is solid 60FPS game.
That is not what happen with Quantum Break it doesn't use dynamic resolution,it was outputting 720p period and tearing like hell when the engine fail to draw at .33ms dropping frames.
, the engine can render at 720p and upscale within itself with no need for external processing,
This ^^ what you say in this sentence is the problem, and what really show that you don't freaking have the slight less clue about what your talking,you are talking here about an engine rendering at 720p and upscaling within it self,that is not a NATIVE image.
Anything that get upscale internal or external is not NATIVE and that is what you fail to see.
The game renders in the engine at '720' (or whatever it may be), it's then upscaled in engine, the UI/menus are rendered to a native 1080p and they both exit the engine pipeline as a 1080p signal natively.
There goes you native resolution again out of the window,anything upscale isn't native.
What you are trying here to do desperately i may add,is introduce some form of scaling which you think is not changing the image from native which is a joke,the ui menus are render at 1080p,once you hit start your are not at the menu any more and the gameplay resolution the real one kicks in 720p,you don't get a 1080p image from the menus being 1080p,it doesn't work that way is already proven The witcher is the same 1080p menu as soon as the gameplay start the game runs at 900p,unlike COD which is 1080p in game but as soon as you start shooting the game adjust on the fly and render at 1366x1080,but if you hide out of combat the engine rise to 1920x1080p,that is dynamic res in action what we have with QB and The witcher is a 1080p resolution in menus but as soon as the gameplay starts you end with a lower resolution is already tested.
So QB is not outputting 1080p is doing 720p and that is what DF register if the same crap they did with Alan Wake.
NO they are not upscale by your TV dude,and The Order doesn't upscale the image of the game is native 1920x800 which mean if you send that signal to your TV in that stated your TV will either tell you is out of range,connect your PC to your TV and send a resolution your TV doesn't support see what you get.
The adaptive resolution stuff that you see in some games and up scaling is different. Every ps4, xbox one game that has a lower resolution is up scaled to 1080p as the standard for consoles. This is also for every part that is not native 1080p for those adaptive resolution games. Uncharted 4 mp will be upscaled to 1080p, final output will be 1080p but native resolution from the game pipeline couldn't handle 1080p. I think the problem here your trying to pass all these games as somehow there the same as native 1080p games. Scaling has gotten pretty good and if fidelity is good can really help a game but can never match pixel density.
I understand it's different, I'm just highlight the adaptability of a game engine and how much it can control internally, things tormentos doesn't seem to understand.
Yes, a game is upscaled by the console if it leaves the engine in a sub 1080p state to fill the void, we're on the same page with that. What I am saying is that the engine for Quantum Break is likely doing its upscaling internally so the output from the engine is 1080p, thus nothing is upscaled by the device itself and that is completely bypassed. You have to look at the menu's and UI, those are rendering in real time with the game and they are native 1080p, the only way I can see this being possible is if the entire image is leaving the engine in 1080p, but that doesn't mean the game itself has a render resolution of 1080p, it's simply converted internally.
Fair enough, I believe this game would eventually be categorised as a game that uses dynamic resolution. At this point so far 720p native seems to be the lowest and most present. We will see from further testing and questions DF has asked remedy.
Look at all the numbers being tossed around in here and none of you'll are.game developers lol. Disappointed the game isnt 1080p but it was still my top 5 game to get this year so I'm still looking forward to it.
Damn, NyaDC (@dynamitecop) is in full meltdown lol!
It's pretty obvious at this point too.
And another one gone
And another one gone
Another alt bites the dust
HEY....we're gonna get you too, another alt bites the dust!
Precisely, look at all of the games on Xbox One making use of internal rendering adjustments for dynamic resolutions, the console is not doing that, it's the engine making adjustments. The same can be done with rendering and upscaling, the engine can render at 720p and upscale within itself with no need for external processing, all they have to do is code it to function this way and that is exactly my explanation for what is taking place here.
The game renders in the engine at '720' (or whatever it may be), it's then upscaled in engine, the UI/menus are rendered to a native 1080p and they both exit the engine pipeline as a 1080p signal natively. That doesn't mean Quantum Break is rendering natively at 1080p, that just means it left the engine pipeline natively at 1080p with no need for reprocessing through the on chip upscaler. This explains the menus and UI being natively rendered at 1080p yet the game appears to run in a lower resolution, this can only be accomplished by the means set forth.
@dynamitecop said:those bars are filled in by scaling methods from the source device or display itself.
*Ba dum tss*
Dynamic resolution is not new and is on PS4 as well,it works by adjusting the resolution on the fly depending on the load,in fact Wipeout on PS3 does this it can be 1080p 60FPS and drop resolution on the fly when things get hot so that the frames don't drop,and they don't is solid 60FPS game.
That is not what happen with Quantum Break it doesn't use dynamic resolution,it was outputting 720p period and tearing like hell when the engine fail to draw at .33ms dropping frames.
, the engine can render at 720p and upscale within itself with no need for external processing,
This ^^ what you say in this sentence is the problem, and what really show that you don't freaking have the slight less clue about what your talking,you are talking here about an engine rendering at 720p and upscaling within it self,that is not a NATIVE image.
Anything that get upscale internal or external is not NATIVE and that is what you fail to see.
The game renders in the engine at '720' (or whatever it may be), it's then upscaled in engine, the UI/menus are rendered to a native 1080p and they both exit the engine pipeline as a 1080p signal natively.
There goes you native resolution again out of the window,anything upscale isn't native.
What you are trying here to do desperately i may add,is introduce some form of scaling which you think is not changing the image from native which is a joke,the ui menus are render at 1080p,once you hit start your are not at the menu any more and the gameplay resolution the real one kicks in 720p,you don't get a 1080p image from the menus being 1080p,it doesn't work that way is already proven The witcher is the same 1080p menu as soon as the gameplay start the game runs at 900p,unlike COD which is 1080p in game but as soon as you start shooting the game adjust on the fly and render at 1366x1080,but if you hide out of combat the engine rise to 1920x1080p,that is dynamic res in action what we have with QB and The witcher is a 1080p resolution in menus but as soon as the gameplay starts you end with a lower resolution is already tested.
So QB is not outputting 1080p is doing 720p and that is what DF register if the same crap they did with Alan Wake.
NO they are not upscale by your TV dude,and The Order doesn't upscale the image of the game is native 1920x800 which mean if you send that signal to your TV in that stated your TV will either tell you is out of range,connect your PC to your TV and send a resolution your TV doesn't support see what you get.
You don't seem to be understanding anything that is being said because the context of what you're saying right now and the implications of you trying to assess what I said or mean is not even remotely close to what I clearly said.
Try to pay attention and keep up, I know that's difficult for you.
The game render is not native 1080p, it's upscaled from '720p' but it's leaving the engine pipeline natively so the console doesn't need to upscale anything, it bypasses the system as a faux 1080p native render, faux as in imitated, artificial. Why is that so hard you to come to terms with? It's simple, it's been simple this entire time.
______________
Who said anything about a display upscaling the image? Get your English sorted out before you try to get combative with people who speak it fluently. The source device (PlayStation 4) can set the scaling parameters for the render output to the TV or monitor, TV's and monitors are also capable of scaling.
Why do you think when The Order is played on a 21:9 display the black bars are not present? On the 16:9 display they were empty void, nothing, it's no different than watching a "1080p" movie that outputs at 1920x800, they're not actually a part of the film, if you watch them on a 21:9 display yet again the bars do not exist.
A film is not a game render, if those bars were hard coded into the film when it was rendered they would still be present on a 21:9 display, yet they're not present when they are on a 16:9 display, because like The Order they're a scaling method added by the devices themselves, they're nothing to do with the game and they're nothing to do with a movie. It's just a compensation method by the devices for odd aspect ratios that do not match the native aspect ratio of the display, nothing more and nothing less.
@dynamitecop: I'll link the article again and provide a quote:
Why The Order is 1080p not 800p
"Resolution is measured in pixel density, and The Ordermay have a display ratio of 1920x800, but keeps the same pixel density as a 1920x1080 resolution."
So even though the black bars added make a 1920x800 image, it's still rendering 1080p worth of pixels in that space. If they were to remove the boxes, the performance would not change, since they're already rendering a 1080p image. It sucks that they went that way with it, but that doesn't mean it's not a 1080p game.
@dynamitecop:
Hahaha!
There is only one and correct answer : The Order is 1080p in 2.40:1 aspect ratio.
Guys, do you know the difference between NYadc and dynamitecop? None! Same person spew same shit
NyaDC - dynamitecop
NyaDynamiteCop...
@dynamitecop:
Hahaha!
There is only one and correct answer : The Order is 1080p in 2.40:1 aspect ratio.
Guys, do you know the difference between NYadc and dynamitecop? None! Same person spew same shit
NyaDC - dynamitecop
NyaDynamiteCop...
Mystery solved
@dynamitecop: I'll link the article again and provide a quote:
Why The Order is 1080p not 800p
"Resolution is measured in pixel density, and The Ordermay have a display ratio of 1920x800, but keeps the same pixel density as a 1920x1080 resolution."
So even though the black bars added make a 1920x800 image, it's still rendering 1080p worth of pixels in that space. If they were to remove the boxes, the performance would not change, since they're already rendering a 1080p image. It sucks that they went that way with it, but that doesn't mean it's not a 1080p game.
Resolution is not measured in pixel density, that doesn't even make sense as the density is entirely determined by the size of the display, like I said previously, that author is an idiot. Resolution is measured by the number of lines on the X and Y access of the render output.
Those black bars are the result of external scaling methods, it's no different than me playing my Xbox 360 at 720p with a 16:9 aspect ratio on my 4:3 aspect ratio HD CRT, it adds black bars to the top and bottom of the image because the aspect ratio is not native to the display. When I hook my Xbox 360 up to my 16:9 HDTV the bars go away because the aspect ratios align. This is no different than what is taking place with The Order with a 16:9 display, it's a 2.4:1 aspect ratio being displayed on a foreign aspect ratio display, and like the bars going away for the 360 when moving to a 16:9 display, the same thing happens with The Order when you move to an ultrawide display and the aspect ratios align.
Those bars are in no way shape or form a part of the render, they are a scaling mechanism. You might want to educate yourself in the future for what you're discussing instead of blindly pulling sources from the internet that are incorrect, and as a result make you come off as extremely ignorant and discussing things outside of your range of knowledge.
@tormentos: ok inspector gadget there is no downgrade for me to comment on if there was i would. so start a thread showing the quantam break downgrade and i'll post in that too. and uncharted graphics are overrated by cows. especially last gen. as was god of war graphics. jaggied messes not sure what that statement has to do with this thread. but please go back and find all my comments of me bashing sony i'd love to relive them cause I sure don't remember them. Also be a darling and find my comments of me bashing microsoft too because i'm sure those exist. Especially from last gen. Nintendo as well. Please I'd love to read them again
How is from 60 to 30 FPS a downgrade but from 1080p to 720p not.? Hypocrite much.?
if it was announced as 1080p i missed that. I don't remember threads proclaiming QB is the epitome of 1080p gaming like I remember threads proclaiming UC4 to be 1080p and 60fps. Seems like that was the bigger deal made by cows but whatever, continue to dig up my posts I find it amusing
@tormentos: ok inspector gadget there is no downgrade for me to comment on if there was i would. so start a thread showing the quantam break downgrade and i'll post in that too. and uncharted graphics are overrated by cows. especially last gen. as was god of war graphics. jaggied messes not sure what that statement has to do with this thread. but please go back and find all my comments of me bashing sony i'd love to relive them cause I sure don't remember them. Also be a darling and find my comments of me bashing microsoft too because i'm sure those exist. Especially from last gen. Nintendo as well. Please I'd love to read them again
How is from 60 to 30 FPS a downgrade but from 1080p to 720p not.? Hypocrite much.?
if it was announced as 1080p i missed that. I don't remember threads proclaiming QB is the epitome of 1080p gaming like I remember threads proclaiming UC4 to be 1080p and 60fps. Seems like that was the bigger deal made by cows but whatever, continue to dig up my posts I find it amusing
It was never announced as anything, the only resolution indicator there has ever been for Quantum Break was the SigGraph developer breakdown which discussed screen space lighting being evaluated at 720p with a final output of 1080p.
That's why I've been arguing their output method this entire thread.
@dynamitecop: I'll link the article again and provide a quote:
Why The Order is 1080p not 800p
"Resolution is measured in pixel density, and The Ordermay have a display ratio of 1920x800, but keeps the same pixel density as a 1920x1080 resolution."
So even though the black bars added make a 1920x800 image, it's still rendering 1080p worth of pixels in that space. If they were to remove the boxes, the performance would not change, since they're already rendering a 1080p image. It sucks that they went that way with it, but that doesn't mean it's not a 1080p game.
Resolution is not measured in pixel density, that doesn't even make sense as the density is entirely determined by the size of the display, like I said previously, that author is an idiot. Resolution is measured by the number of lines on the X and Y access of the render output.
Those black bars are the result of external scaling methods, it's no different than me playing my Xbox 360 at 720p with a 16:9 aspect ratio on my 4:3 aspect ratio HD CRT, it adds black bars to the top and bottom of the image because the aspect ratio is not native to the display. When I hook my Xbox 360 up to my 16:9 HDTV the bars go away because the aspect ratios align. This is no different than what is taking place with The Order with a 16:9 display, it's a 2.4:1 aspect ratio being displayed on a foreign aspect ratio display, and like the bars going away for the 360 when moving to a 16:9 display, the same thing happens with The Order when you move to an ultrawide display and the aspect ratios align.
Those bars are in no way shape or form a part of the render, they are a scaling mechanism. You might want to educate yourself in the future for what you're discussing instead of blindly pulling sources from the internet that are incorrect, and as a result make you come off as extremely ignorant and discussing things outside of your range of knowledge.
Wait a minute. Aren't you stating exactly what I am?
"it's no different than me playing my Xbox 360 at 720p with a 16:9 aspect ratio on my 4:3 aspect ratio HD CRT"
You changed the aspect ratio, but not the resolution. So the order is a 1080p image in with black bars around it, because of the aspect ratio difference. Not because it's not rendering less. So when you hook up the order to the 21:9 display, the black bars disappear, but it's still a 1080p image. This is my point and this is the point of the article that you have just agreed on in your post. Just like nyadc would.
@dynamitecop:
Hahaha!
There is only one and correct answer : The Order is 1080p in 2.40:1 aspect ratio.
Guys, do you know the difference between NYadc and dynamitecop? None! Same person spew same shit
NyaDC - dynamitecop
NyaDynamiteCop...
Mystery solved
What's my prize? lol
@dynamitecop:
Hahaha!
There is only one and correct answer : The Order is 1080p in 2.40:1 aspect ratio.
Guys, do you know the difference between NYadc and dynamitecop? None! Same person spew same shit
NyaDC - dynamitecop
NyaDynamiteCop...
Mystery solved
What's my prize? lol
meltdowns?
@dynamitecop: I'll link the article again and provide a quote:
Why The Order is 1080p not 800p
"Resolution is measured in pixel density, and The Ordermay have a display ratio of 1920x800, but keeps the same pixel density as a 1920x1080 resolution."
So even though the black bars added make a 1920x800 image, it's still rendering 1080p worth of pixels in that space. If they were to remove the boxes, the performance would not change, since they're already rendering a 1080p image. It sucks that they went that way with it, but that doesn't mean it's not a 1080p game.
Resolution is not measured in pixel density, that doesn't even make sense as the density is entirely determined by the size of the display, like I said previously, that author is an idiot. Resolution is measured by the number of lines on the X and Y access of the render output.
Those black bars are the result of external scaling methods, it's no different than me playing my Xbox 360 at 720p with a 16:9 aspect ratio on my 4:3 aspect ratio HD CRT, it adds black bars to the top and bottom of the image because the aspect ratio is not native to the display. When I hook my Xbox 360 up to my 16:9 HDTV the bars go away because the aspect ratios align. This is no different than what is taking place with The Order with a 16:9 display, it's a 2.4:1 aspect ratio being displayed on a foreign aspect ratio display, and like the bars going away for the 360 when moving to a 16:9 display, the same thing happens with The Order when you move to an ultrawide display and the aspect ratios align.
Those bars are in no way shape or form a part of the render, they are a scaling mechanism. You might want to educate yourself in the future for what you're discussing instead of blindly pulling sources from the internet that are incorrect, and as a result make you come off as extremely ignorant and discussing things outside of your range of knowledge.
Wait a minute. Aren't you stating exactly what I am?
"it's no different than me playing my Xbox 360 at 720p with a 16:9 aspect ratio on my 4:3 aspect ratio HD CRT"
You changed the aspect ratio, but not the resolution. So the order is a 1080p image in with black bars around it, because of the aspect ratio difference. Not because it's not rendering less. So when you hook up the order to the 21:9 display, the black bars disappear, but it's still a 1080p image. This is my point and this is the point of the article that you have just agreed on in your post. Just like nyadc would.
No, The Order is 1920x800, its resolution was changed by RAD by cutting 280 lines from the vertical render, it's not a 1080p image, if it were a 1080p image those 280 lines would still be in the render, thus amounting to 1,080 lines. Using a 16:9 display with the 2.4:1 aspect ratio scaling methods will be introduced, the black bars on the top and bottom. For a better example let me put it to you this way, if you play a PlayStation 4 on a 21:9 display, it will fill the picture vertically but black bars will be introduced on the left and right of the display, another scaling mechanism but on the horizontal ends of the display instead of vertical. If you play The Order, it will fill the entire display image with no scaling and no black bars.
Now let me break down why, it's very easy to follow, the aspect ratio of The Order at 2.4:1 is nearly 1:1 with a 21:9 display, it's a negligibly different aspect ratio, so as a result when The Order is played on a 21:9 display it will fill the panel natively. If The Order were 1920x1080, not only would you have black bars on the top and bottom on a 21:9 display, you would also have them on the left and right just like any other game.
If The Order were a 1080p image at its current aspect ratio, the resolution would have to be 2592x1080, it's 1920x800, same aspect ratio as a 2.4:1 1080p render, but a lower resolution.
@Shewgenja:
How can I qualify for a lem if I never owned any Xbox console in its 14 years of existence?
It's easy.
Did you say anything negative about the PlayStation brand or Sony? You're a dirty lem.
Did you say anything positive about the Xbox brand or Microsoft? You're a dirty lem.
SW in a nutshell.
@dynamitecop: I'll link the article again and provide a quote:
Why The Order is 1080p not 800p
"Resolution is measured in pixel density, and The Ordermay have a display ratio of 1920x800, but keeps the same pixel density as a 1920x1080 resolution."
So even though the black bars added make a 1920x800 image, it's still rendering 1080p worth of pixels in that space. If they were to remove the boxes, the performance would not change, since they're already rendering a 1080p image. It sucks that they went that way with it, but that doesn't mean it's not a 1080p game.
Resolution is not measured in pixel density, that doesn't even make sense as the density is entirely determined by the size of the display, like I said previously, that author is an idiot. Resolution is measured by the number of lines on the X and Y access of the render output.
Those black bars are the result of external scaling methods, it's no different than me playing my Xbox 360 at 720p with a 16:9 aspect ratio on my 4:3 aspect ratio HD CRT, it adds black bars to the top and bottom of the image because the aspect ratio is not native to the display. When I hook my Xbox 360 up to my 16:9 HDTV the bars go away because the aspect ratios align. This is no different than what is taking place with The Order with a 16:9 display, it's a 2.4:1 aspect ratio being displayed on a foreign aspect ratio display, and like the bars going away for the 360 when moving to a 16:9 display, the same thing happens with The Order when you move to an ultrawide display and the aspect ratios align.
Those bars are in no way shape or form a part of the render, they are a scaling mechanism. You might want to educate yourself in the future for what you're discussing instead of blindly pulling sources from the internet that are incorrect, and as a result make you come off as extremely ignorant and discussing things outside of your range of knowledge.
Wait a minute. Aren't you stating exactly what I am?
"it's no different than me playing my Xbox 360 at 720p with a 16:9 aspect ratio on my 4:3 aspect ratio HD CRT"
You changed the aspect ratio, but not the resolution. So the order is a 1080p image in with black bars around it, because of the aspect ratio difference. Not because it's not rendering less. So when you hook up the order to the 21:9 display, the black bars disappear, but it's still a 1080p image. This is my point and this is the point of the article that you have just agreed on in your post. Just like nyadc would.
No, The Order is 1920x800, its resolution was changed by RAD by cutting 280 lines from the vertical render, it's not a 1080p image, if it were a 1080p image those 280 lines would still be in the render, thus amounting to 1,080 lines. Using a 16:9 display with the 2.4:1 aspect ratio scaling methods will be introduced, the black bars on the top and bottom. For a better example let me put it to you this way, if you play a PlayStation 4 on a 21:9 display, it will fill the picture vertically but black bars will be introduced on the left and right of the display, another scaling mechanism but on the horizontal ends of the display instead of vertical. If you play The Order, it will fill the entire display image with no scaling and no black bars.
Now let me break down why, it's very easy to follow, the aspect ratio of The Order at 2.4:1 is nearly 1:1 with a 21:9 display, it's a negligibly different aspect ratio, so as a result when The Order is played on a 21:9 display it will fill the panel natively. If The Order were 1920x1080, not only would you have black bars on the top and bottom on a 21:9 display, you would also have them on the left and right just like any other game.
If The Order were a 1080p image at its current aspect ratio, the resolution would have to be 2592x1080, it's 1920x800, same aspect ratio as a 2.4:1 1080p render, but a lower resolution.
Ok.
@dynamitecop: The order's "800p" is actually better than what 900p. The order is renders 1,536,000 pixels while a 900p game only renders 1,440,000 pixels. So even so, the order is still better at resolution than Ryse, QB and any other 900p game.
@dynamitecop: The order's "800p" is actually better than what 900p. The order is renders 1,536,000 pixels while a 900p game only renders 1,440,000 pixels. So even so, the order is still better at resolution than Ryse, QB and any other 900p game.
Yes, it has a higher total pixel count than 900p in 16:9, you are correct.
@dynamitecop:
Hahaha!
There is only one and correct answer : The Order is 1080p in 2.40:1 aspect ratio.
Guys, do you know the difference between NYadc and dynamitecop? None! Same person spew same shit
NyaDC - dynamitecop
NyaDynamiteCop...
Haha holy shit. Great scoop, Mr Holmes.
OT and obligatory:
Why can't PS4/XBO do 1080p/60fps on demanding titles?
Also why are PS4 Cultists so happy about this, but then in anti-PC threads talk about 4k not making a difference vs. 900p?
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