Before I have to draw you a picture let me reiterate this for you for the 20th time, try to understand this, it's extremely simple.
The engine takes four previous 720p frame renders and compiles them into a single 1080p frame render, the image is now 1080p, this compiled 1080p frame render is then outputted from the engine.
Is that a native 1080p render? No, it's absolutely not, it's a compiled or "reconstructed" image.
Is that a native 1080p output FROM the render? Yes, the frame leaves the renderer as a 1080p signal as it was reconstructed internally.
You see this is very simple to understand, outside of the engine there's no upconversion needing to take place as the image leaves the renderer at 1080p just as if it were rendered natively. The actual output is native 1080p, not the render, these are two entirely different things, just the signal itself leaving the engine after reconstruction has taken place is 1080p, they basically fool the system into thinking its a native 1080p render so it outputs a native 1080p signal.
Please tell me you've finally understood this, it can't be made any more simple than that without having to draw you pictures...
Freaking stop i know what the engine does it take 4 720p imagines which NON ARE 1080p all are 720p and create an artificial 1080p image,is not native or have the same effects because no matter what, a 720p image has 1280x720 pixels,no matter if you have 10 frames all the frames have this same structure,and non have 1920x1080 pixels so you simple don't have the information,because every frame at 720p is missing more than 1 million pixels and the engine can't just imaging those because they are not there.
Is like upscaling basically you can copy the pixel next to it,but the reality is you don't make a good image that way.
In fact 4 720p image would have a pixel count far higher than 1080p.
You can reconstruct all you want the game uses 720p as base resolution and 4 frames inserted each second into a 30FPS image will not create a true 1080p experience.
You can debate the trick they did give a sharper image result than 720p but from there to claim is 1080p is a joke,and the reality is that is 720p because the xbox one can't handle 1080p on this game,so it uses a trick to mitigate having a 720p image which works well to a point,but the point stand is not 1080p and is not rendering 1080.
Bearing in mind the team's history with smart rendering techniques on older hardware, we'd expect a similar approach to its current-gen work. In Alan Wake's case we saw the game running at a native 960x544 - a big drop down from native 720p, but mitigated by the application of 4x MSAA that worked really well in combination with the game's aesthetic.
While Quantum Break remains visually impressive - stunning in many areas, in fact - the core pixel count is clearly a factor in the presentation. However, it is not the most striking compromise we noted in Quantum Break's visual make-up. Draw distances for textures and shadows stand out, and it's commonplace to see assets switch between quality levels as you approach them, making for some rough-looking scenes at times. Additionally, some volumetric light shafts seem very blocky, rendering at what looks like 1/16th of the final 1080p output. While we appreciate the need to pare back various elements for performance reasons, sometimes the impact in visual quality can be a little too distracting.
What is 1/16 of 1080p bro.?
Volumetric light look blocky.
assets switch between quality levels as you approach them.? < This is done by Halo 5 as well if i am not mistaken and a was a huge problem.
This explain also why some shots look blurry and detail look bad at times,there were many compromises make here even at 720p,and for a reason,truth is what Remedy shoot for on that E3 was to much for the xbox one and it shows that what they have being showing for years no was the PC version.
Okay so you understand it to a degree, but I don't think you're understanding me, I'm not saying it's going to be the clarity of a native 1080p render because that's impossible, the source material is a lower resolution. However, using the method for the render and reconstruction that they have increases the image quality beyond the core render and delivers a final 1080p output from the renderer when all is said and done.
It's a trick to get higher IQ and a higher resolution, I've already said this, it's an artificial compiled resolution, my only concern was getting you to understand that the output from the renderer is a native 1080p signal, meaning there's no upconversion post render, it just outputs directly, not the actual render itself or the methods used to achieve it being native 1080p, because that's not the case.
Are we on the same page now?
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