LOL. Quantum Break on X1 is 720p without locked 30 FPS

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#751  Edited By dynamitecop
Member since 2004 • 6395 Posts

@tormentos said:
@dynamitecop said:

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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#752  Edited By ellos
Member since 2015 • 2532 Posts

@dynamitecop: This is for discussion sake. I think the reason why you explanation doesn't stick is, its seems quite more complicated then that. Its a subject of a lot more questions than us pretending to understand. All we can do at least for myself is deduct how frames work in normal delivery when it comes to games. The way you describe it they must have an incredible faster way of delivering frames. Questions like this come up. What happens to the 4 previous frames are they skipped?

How do you interpret this part of the quote from remedy ",varying sample counts between passes and temporal upscaling makes talking about resolution, as it is traditionally understood, complicated in the case of Quantum Break"

Does this mean you have variations of normal upscaled 720p to 1080p and Temperal reconstructed one from previous 4 native 720p displayed in real-time sense. There just seems to be many questions that only remedy can answer in a more detailed way than its complicated. In real time it just doesnt fit the just take 4 previous frames and create 1 temporal reconstructed frame and those are the ones that get outputted.

Its the reason why the final image in motion does not match native 1080p and to be fair its shouldn't be considered a normal 720p to 1080p upscaled. Keep in mind all upscaled 1080p games they may not have the density of the pixels but they retain the size of 1080p, In a higher res diplay they fit the size of the 1080p area. They too essentially become 1080p. That is always the final standard output.

Again this is just for discussion sake. Seems more complicated than your understanding to me.

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#753  Edited By RedentSC
Member since 2013 • 1243 Posts

@skektek said:

@RedentSC: That looks really bad but nobody is going to be playing it on the Xbone anyway.

so it is QB? i'm just gobsmacked.... it would be funny if MS didn't have so much riding on this shit!

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#755  Edited By dynamitecop
Member since 2004 • 6395 Posts

@ellos said:

@dynamitecop: This is for discussion sake. I think the reason why you explanation doesn't stick is, its seems quite more complicated then that. Its a subject of a lot more questions than us pretending to understand. All we can do at least for myself is deduct how frames work in normal delivery when it comes to games. The way you describe it they must have an incredible faster way of delivering frames. Questions like this come up. What happens to the 4 previous frames are they skipped?

How do you interpret this part of the quote from remedy ",varying sample counts between passes and temporal upscaling makes talking about resolution, as it is traditionally understood, complicated in the case of Quantum Break"

Does this mean you have variations of normal upscaled 720p to 1080p and Temperal reconstructed one from previous 4 native 720p displayed in real-time sense. There just seems to be many questions that only remedy can answer in a more detailed way than its complicated. In real time it just doesnt fit the just take 4 previous frames and create 1 temporal reconstructed frame and those are the ones that get outputted.

Its the reason why the final image in motion does not match native 1080p and to be fair its shouldn't be considered a normal 720p to 1080p upscaled. Keep in mind all upscaled 1080p games they may not have the density of the pixels but they retain the size of 1080p, In a higher res diplay they fit the size of the 1080p area. They too essentially become 1080p. That is always the final standard output.

Again this is just for discussion sake. Seems more complicated than your understanding to me.

If you read through their Siggraph breakdown they talk about their SSAO methods, other post effects, lighting effects and so on, these all have their own resolution. There's also different render targets within the core render that have varying resolutions and I would assume they're saying you'll get a different sample count per pass depending on where you are, what's taking place and so on, it makes pinning things down very difficult.

Oh I know this is more complex than any of us know, but I am trying to take things as far as we can reasonably take them with our existing knowledge. Now here's something I want you to evaluate, and it provides its own context that should be easy to discern, these are direct quotes from their notes and them on the subject.

"Our final image is 1080p but screen-space lighting is evaluated at 1280x720"

"Quantum Break's 1080p output is a temporal reconstruction from four previous 720p 4x MSAA frames."

"Our final image is 1080p"

"Quantum Break's 1080p output is a temporal reconstruction"

See how easily that brings context to things? They're clearly talking about within their render which should be plain to see.

And that is my entire point, all of this is processed in engine, there's a core render, their temporal reconstruction methods are applied to that and it outputs from their renderer with a 1080p final image. So if their final image from the renderer is 1080p, what's going to happen next? It's going to natively output a 1080p signal, nothing needs to be converted or scaled beyond their renderer as it leaves it in 1080p, as far as the console is concerned it's a native 1080p render. That's what tormentos seemed to be hung up on, he thought I was actually calling it a native 1080p render, which I never did because it isn't, but through internal reconstruction methods their output is natively 1080p.

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#756 SecretPolice
Member since 2007 • 45675 Posts

Damn, dyna's like a one man gang and cows getting rect in this thread. lol

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#757  Edited By imt558
Member since 2004 • 976 Posts

@dynamitecop said:

I

And that is my entire point, all of this is processed in engine, there's a core render, their temporal reconstruction methods are applied to that and it outputs from their renderer with a 1080p final image. So if their final image from the renderer is 1080p, what's going to happen next? It's going to natively output a 1080p signal, nothing needs to be converted or scaled beyond their renderer as it leaves it in 1080p, as far as the console is concerned it's a native 1080p render. That's what tormentos seemed to be hung up on, he thought I was actually calling it a native 1080p render, which I never did because it isn't, but through internal reconstruction methods their output is natively 1080p.

There you go again. Trying to spin that QB is native 1080p. Sorry, it isn't. Game is 720p UPSCALED to final image output 1080P.

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#758  Edited By dynamitecop
Member since 2004 • 6395 Posts

@imt558 said:
@dynamitecop said:

I

And that is my entire point, all of this is processed in engine, there's a core render, their temporal reconstruction methods are applied to that and it outputs from their renderer with a 1080p final image. So if their final image from the renderer is 1080p, what's going to happen next? It's going to natively output a 1080p signal, nothing needs to be converted or scaled beyond their renderer as it leaves it in 1080p, as far as the console is concerned it's a native 1080p render. That's what tormentos seemed to be hung up on, he thought I was actually calling it a native 1080p render, which I never did because it isn't, but through internal reconstruction methods their output is natively 1080p.

There you go again. Trying to spin that QB is native 1080p. Sorry, it isn't. Game is 720p UPSCALED to final image output 1080P.

What don't you understand about render =/= output? If conversion takes place in the render the output from that conversion can be a native 1080p signal even if the render is not, it simply needs to leave the render that way.

This isn't quantum mechanics, a small child could understand this.

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#759 tormentos
Member since 2003 • 33793 Posts

@dynamitecop said:

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?

I perfectly understand what you are saying and the game output 1080p without upscaling,but the way they arrive at 1080p is by reconstruction using 720p assets while this is better than simply rendering at 720p and upscaling is not quite the same as true 1080p.

Nor use the same power as rendering at 1080p which is why it is use.

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#760 Zero_epyon  Online
Member since 2004 • 20501 Posts

@dynamitecop said:
@Zero_epyon said:
@charizard1605 said:
@StrongBlackVine said:

Lems still damage controlling this embarrassing performance. 720p/30fps is a joke no matter how you slice it.

I know they're not directly comparable, but even most Wii U games manage to hit either 1080p or 60fps (and in quite a few cases, both).

lol

#smearcampaign continues!

But seriously, I know remedy was going for something cool looking here, but I don't think, based on what I've seen, it was worth it. Maybe if the game was a rock solid 30 or even 60fps. But all that complexity, all that effort, and the game is sub hd and below 30fps at times. This in a time where resolution and fps in games are under intense scrutiny.

Do you guys read or comprehend anything? I swear you just ignore everything people say so you can continue living in your little fantasy worlds, and for what reason is entirely beyond me. Two days before Remedy clarified things my explanation of what is going on with this game basically covered it from top to bottom, I had the general idea correct and then what does Remedy do? They confirm it with even more incite into what's going on. The game uses four 720p 4xMSAA pre-renders to construct a final 1080p render output, and now the game is "sub HD"? When you're typing do you actually believe the stuff you're saying?

Then the framerate, the game was pegged at 30 FPS for 99% of the footage they showed and they said it was generally stable over the few hours they played it, it dropped to 27-28 FPS when he was outside for a couple of seconds and then everything was right back to 30. This game has a heavier use of effects, particles and post than anything I've seen on a console before, hell than anyone has seen, and also physics and destructible environments, and you guys are bickering about resolution discussions you can't even understand or articulate and a couple second 2-3 FPS drop? Really?

I can understand when things are detrimental and they're really detracting from something, but this is honestly just petty complaining and ignorance. Look at Charizard's stupid ass comment, this guy is talking about Wii U games? Xbox 360 level games with extremely simple textures, large bubbly shapes, limited color palettes, old graphics engines and tech, he even says it's not directly comparable because there's no comparison to be made. He just wanted to bandwagon on this by adding another stupid comment in the long line of ones already contributed to this thread without involving himself in any form of technological dialog because he's incapable.

If you guys can't actually participate in these discussions with any form of objective or intellectual interjections then why do you even bother posting? It's one thing to be a shit bird troll like most people around here, but guys like you are different, when you're talking you mean what you say, and that's what is the most disappointing and concerning of all, you're clearly wrapped up in things outside of your realm of knowledge and understanding yet continue to engage with no hope of keeping up.

By sub hd I was referring to Alan Wake. Didn't make that clear. It's still 720p though.

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#761 Flyincloud1116
Member since 2014 • 6418 Posts

@tormentos said:
@dynamitecop said:

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?

I perfectly understand what you are saying and the game output 1080p without upscaling,but the way they arrive at 1080p is by reconstruction using 720p assets while this is better than simply rendering at 720p and upscaling is not quite the same as true 1080p.

Nor use the same power as rendering at 1080p which is why it is use.

It is no where near a true native 1080p. You can tell by looking at the vids and pics. He know this but still trying to sale us shit in a can. Did he make the same argument for Killzone: SF? nyaDC has truly lost his mind.

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#762 dynamitecop
Member since 2004 • 6395 Posts

@flyincloud1116 said:
@tormentos said:
@dynamitecop said:

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?

I perfectly understand what you are saying and the game output 1080p without upscaling,but the way they arrive at 1080p is by reconstruction using 720p assets while this is better than simply rendering at 720p and upscaling is not quite the same as true 1080p.

Nor use the same power as rendering at 1080p which is why it is use.

It is no where near a true native 1080p. You can tell by looking at the vids and pics. He know this but still trying to sale us shit in a can. Did he make the same argument for Killzone: SF? nyaDC has truly lost his mind.

I'm well aware, and this is literally what I've been saying this whole time, illustrated it should make things much more simple to understand.

Don't mind the crudeness of my 'art' lol.

Loading Video...

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imt558

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#763 imt558
Member since 2004 • 976 Posts

@dynamitecop said:

What don't you understand about render =/= output? If conversion takes place in the render the output from that conversion can be a native 1080p signal even if the render is not, it simply needs to leave the render that way.

This isn't quantum mechanics, a small child could understand this.

No! People are dumb as ****! You're the smartest! QB is rendering at 720p and it is UPSCALED to final image output 1080p.

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#764 tormentos
Member since 2003 • 33793 Posts

@dynamitecop said:

I'm well aware, and this is literally what I've been saying this whole time, illustrated it should make things much more simple to understand.

Don't mind the crudeness of my 'art' lol.

Loading Video...

Wow you are really making an effort even make a video..hahahaahaa

Dude the video is wrong the one of QB is label 1080p on top but is not 1080p,since the first step is compose of 4 720p render which is combined not of 4 1080p stream.

So the first step is 720p then join to make a fake 1080p image,there reason DF find no 1080p pixel count is that because the assets are 720p,so even that the screen has a 1920x1080p ratio it doesn't have a 1920x1080 pixel count and doesn't have the same quality as 1080p either.

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#765 lostrib
Member since 2009 • 49999 Posts

...why the **** would you take the time to do this at 7 in the morning

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#766 Zero_epyon  Online
Member since 2004 • 20501 Posts

@dynamitecop: Reconstruction of four 720p images is not native 1080p.

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#767 Flyincloud1116
Member since 2014 • 6418 Posts

@dynamitecop said:
@flyincloud1116 said:
@tormentos said:
@dynamitecop said:

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?

I perfectly understand what you are saying and the game output 1080p without upscaling,but the way they arrive at 1080p is by reconstruction using 720p assets while this is better than simply rendering at 720p and upscaling is not quite the same as true 1080p.

Nor use the same power as rendering at 1080p which is why it is use.

It is no where near a true native 1080p. You can tell by looking at the vids and pics. He know this but still trying to sale us shit in a can. Did he make the same argument for Killzone: SF? nyaDC has truly lost his mind.

I'm well aware, and this is literally what I've been saying this whole time, illustrated it should make things much more simple to understand.

Don't mind the crudeness of my 'art' lol.

Loading Video...

You just skipped all over the 720p in Quantum Blurr.

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dynamitecop

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#768  Edited By dynamitecop
Member since 2004 • 6395 Posts

@tormentos said:
@dynamitecop said:

I'm well aware, and this is literally what I've been saying this whole time, illustrated it should make things much more simple to understand.

Don't mind the crudeness of my 'art' lol.

Wow you are really making an effort even make a video..hahahaahaa

Dude the video is wrong the one of QB is label 1080p on top but is not 1080p,since the first step is compose of 4 720p render which is combined not of 4 1080p stream.

So the first step is 720p then join to make a fake 1080p image,there reason DF find no 1080p pixel count is that because the assets are 720p,so even that the screen has a 1920x1080p ratio it doesn't have a 1920x1080 pixel count and doesn't have the same quality as 1080p either.

It's taking four 720p pre-rendered frames, I don't need to add the "720p" step at the beginning as that is already implied due to the four frames being 720p renders. The core render is 720p which is then revisted, four frames are pulled from it and then temporally reconstructed to create a 1080p output which is then sent straight through the system to your TV as a native signal.

@Zero_epyon said:

@dynamitecop: Reconstruction of four 720p images is not native 1080p.

As far as the render itself is concerned, yes, that is correct, the output from the render is a completely different story.

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#769 Flyincloud1116
Member since 2014 • 6418 Posts

@lostrib said:

...why the **** would you take the time to do this at 7 in the morning

His story must be told.

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#770 SecretPolice
Member since 2007 • 45675 Posts

@dynamitecop:

Well done, I understand completely.

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#771 DaVillain  Moderator
Member since 2014 • 58706 Posts

@flyincloud1116 said:
@lostrib said:

...why the **** would you take the time to do this at 7 in the morning

His story must be told.

Not while were eating breakfast in the freaking morning he shouldn't.

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#772 Flyincloud1116
Member since 2014 • 6418 Posts

@SecretPolice said:

@dynamitecop:

Well done, I understand completely.

You are insane, so of course you would.

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#773 SecretPolice
Member since 2007 • 45675 Posts

@flyincloud1116 said:
@SecretPolice said:

@dynamitecop:

Well done, I understand completely.

You are insane, so of course you would.

Actually I'm the sanest person I know but you on the other hand, yikes, your obsession with me is a bit flattering but creepy.at the same time.

Back off Jack lol. :P

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#774 Flyincloud1116
Member since 2014 • 6418 Posts

@SecretPolice said:
@flyincloud1116 said:
@SecretPolice said:

@dynamitecop:

Well done, I understand completely.

You are insane, so of course you would.

Actually I'm the sanest person I know but you on the other hand, yikes, your obsession with me is a bit flattering but creepy.at the same time.

Back off Jack lol. :P

That is exactly what crazy people say.

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#776 Flyincloud1116
Member since 2014 • 6418 Posts

@SecretPolice said:
@flyincloud1116 said:
@SecretPolice said:
@flyincloud1116 said:
@SecretPolice said:

@dynamitecop:

Well done, I understand completely.

You are insane, so of course you would.

Actually I'm the sanest person I know but you on the other hand, yikes, your obsession with me is a bit flattering but creepy.at the same time.

Back off Jack lol. :P

That is exactly what crazy people say.

No, crazy people personally attack others for not liking what they like umm, like you for instance.

Back the fuk off ahole.

More proof.

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#777 SecretPolice
Member since 2007 • 45675 Posts

@flyincloud1116 said:
@SecretPolice said:
@flyincloud1116 said:
@SecretPolice said:
@flyincloud1116 said:

You are insane, so of course you would.

Actually I'm the sanest person I know but you on the other hand, yikes, your obsession with me is a bit flattering but creepy.at the same time.

Back off Jack lol. :P

That is exactly what crazy people say.

No, crazy people personally attack others for not liking what they like umm, like you for instance.

Back the fuk off ahole.

More proof.

More stalking.

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#778  Edited By skektek
Member since 2004 • 6530 Posts

It's amazing how many people fail to understand the different between native and upscaled.

Lemmings I understand your desperate attachment to this issue. You don't have much going on and this is just another kick to the head while you are already down. But you are on the wrong side of this issue, trying to argue otherwise is only making you look worse. You have a potentially great game. So what it is only 720p? Take it on the chin and move on.

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Heil68

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#779 Heil68
Member since 2004 • 60831 Posts

"not saying it's going to be the clarity of a native 1080p render because that's impossible"

720p

CONFIRMED

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Flyincloud1116

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#780 Flyincloud1116
Member since 2014 • 6418 Posts

@skektek said:

It's amazing how many people fail to understand the different between native and upscaled.

Lemmings I understand your desperate attachment to this issue. You don't have much going on and this is just another kick to the head while you are already down. But you are on the wrong side of this issue, trying to argue otherwise is only making you look worse. You have a potentially great game. So what it is only 720p? Take it on the chin and move on.

It has to be 1080p, but lems say they care not about resolution.

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skektek

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#781 skektek
Member since 2004 • 6530 Posts

@flyincloud1116: They care when it's convenient (like everyone else).

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deactivated-5b883bb846c10

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#782  Edited By deactivated-5b883bb846c10
Member since 2015 • 1043 Posts

@flyincloud1116 said:
@tormentos said:
@dynamitecop said:

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?

I perfectly understand what you are saying and the game output 1080p without upscaling,but the way they arrive at 1080p is by reconstruction using 720p assets while this is better than simply rendering at 720p and upscaling is not quite the same as true 1080p.

Nor use the same power as rendering at 1080p which is why it is use.

It is no where near a true native 1080p. You can tell by looking at the vids and pics. He know this but still trying to sale us shit in a can. Did he make the same argument for Killzone: SF? nyaDC has truly lost his mind.

To be fair by reading his arguments he has admitted many times that IT IS NOT true native 1080p.....

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#783 ellos
Member since 2015 • 2532 Posts

@dynamitecop: That is true dedication. For me I have understood the setup. My interest is with the process which is why I go on about more complicated than just taking 4 previous frames.

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#784 eNT1TY
Member since 2005 • 1319 Posts

Wow, Bax REALLY wants this game to be 1080p, i'm SO sorry it isn't. Rationalizing it every 5 mins with responses across 2/3 threads for 2 days straight won't change that. The dedication is outstanding though, i wish i were half as committed to anything as he is to the xbone.

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#785 lostrib
Member since 2009 • 49999 Posts

Another video for NyaDC's pile of cringe

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#786 Zero_epyon  Online
Member since 2004 • 20501 Posts

@blessedbyhorus said:
@flyincloud1116 said:
@tormentos said:
@dynamitecop said:

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?

I perfectly understand what you are saying and the game output 1080p without upscaling,but the way they arrive at 1080p is by reconstruction using 720p assets while this is better than simply rendering at 720p and upscaling is not quite the same as true 1080p.

Nor use the same power as rendering at 1080p which is why it is use.

It is no where near a true native 1080p. You can tell by looking at the vids and pics. He know this but still trying to sale us shit in a can. Did he make the same argument for Killzone: SF? nyaDC has truly lost his mind.

To be fair by reading his arguments he has admitted many times that IT IS NOT true native 1080p.....

But he tries to equate the two, making a case that 1080p native is the same as reconstructed 720p.

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#787 Xdrone
Member since 2003 • 100 Posts

@dynamitecop: It's great that you're such an Xbox super-fan, the Xbox One needs all the support it can get.

I think you might be going a little far though, I'd be pretty embarrassed if I were you. Quantum Break is 720p, but it's pretty much a guaranteed AAA console exclusive 720p.

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#788 Flyincloud1116
Member since 2014 • 6418 Posts

@lostrib said:

Another video for NyaDC's pile of cringe

He actually think people don't know who he is, what a loser.

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#789 skektek
Member since 2004 • 6530 Posts

@Xdrone said:

@dynamitecop: It's great that you're such an Xbox super-fan, the Xbox One needs all the support it can get.

I think you might be going a little far though, I'd be pretty embarrassed if I were you. Quantum Break is 720p, but it's pretty much a guaranteed AAA console exclusive 720p.

Guaranteed? No. Possible? Maybe.

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#790 casharmy
Member since 2011 • 9388 Posts

@tormentos said:
@dynamitecop said:

I'm well aware, and this is literally what I've been saying this whole time, illustrated it should make things much more simple to understand.

Don't mind the crudeness of my 'art' lol.

Loading Video...

Wow you are really making an effort even make a video..hahahaahaa

LMFAO, wow lems are on another level of desperate. It's scary.

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#791  Edited By ronvalencia
Member since 2008 • 29612 Posts

@dynamitecop said:
@flyincloud1116 said:
@tormentos said:
@dynamitecop said:

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?

I perfectly understand what you are saying and the game output 1080p without upscaling,but the way they arrive at 1080p is by reconstruction using 720p assets while this is better than simply rendering at 720p and upscaling is not quite the same as true 1080p.

Nor use the same power as rendering at 1080p which is why it is use.

It is no where near a true native 1080p. You can tell by looking at the vids and pics. He know this but still trying to sale us shit in a can. Did he make the same argument for Killzone: SF? nyaDC has truly lost his mind.

I'm well aware, and this is literally what I've been saying this whole time, illustrated it should make things much more simple to understand.

Don't mind the crudeness of my 'art' lol.

The 4th option, Super Sample AA 1920x1080p which renders higher than target display resolution and use extra pixels for AA sampling pass.

Super Sample AA 1920x1080p beats native 1920x1080p.

QB's temporal 1920x1080p (four frame sample reconstruction) is better than straight 1280x720p but worst than native 1920x1080p.

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#792 skektek
Member since 2004 • 6530 Posts

@casharmy said:
@tormentos said:
@dynamitecop said:

I'm well aware, and this is literally what I've been saying this whole time, illustrated it should make things much more simple to understand.

Don't mind the crudeness of my 'art' lol.

Loading Video...

Wow you are really making an effort even make a video..hahahaahaa

LMFAO, wow lems are on another level of desperate. It's scary.

They don't have much to hold on to. I pity them really.

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#793 Epak_
Member since 2004 • 11911 Posts

@skektek said:
@casharmy said:
@tormentos said:
@dynamitecop said:

I'm well aware, and this is literally what I've been saying this whole time, illustrated it should make things much more simple to understand.

Don't mind the crudeness of my 'art' lol.

Wow you are really making an effort even make a video..hahahaahaa

LMFAO, wow lems are on another level of desperate. It's scary.

They don't have much to hold on to. I pity them really.

He sounds handsome I give him that :P :P :P

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#794 deactivated-58abb194ab6fb
Member since 2010 • 3984 Posts

This is funny, 16 pages for a game that more than half of you don't care about, not going to play and trash LOL. What is the fixation of this game for Playstation fanboys anyways?

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#795 dynamitecop
Member since 2004 • 6395 Posts

@Epak_ said:
@skektek said:
@casharmy said:
@tormentos said:

Wow you are really making an effort even make a video..hahahaahaa

LMFAO, wow lems are on another level of desperate. It's scary.

They don't have much to hold on to. I pity them really.

He sounds handsome I give him that :P :P :P

Of course I am.

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deactivated-583e460ca986b

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#796 deactivated-583e460ca986b
Member since 2004 • 7240 Posts

@dynamitecop: I've never seen someone draw the number "8" that way before. That is nuts to me.

Also nice effort on the video. @tormentos Maybe you can make a video explaining why it's not outputting a 1080p signal? (really I just want to see how you draw an 8. I'm expecting something even crazier from you)

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#797 dynamitecop
Member since 2004 • 6395 Posts

@GoldenElementXL said:

@dynamitecop: I've never seen someone draw the number "8" that way before. That is nuts to me.

Also nice effort on the video. @tormentos Maybe you can make a video explaining why it's not outputting a 1080p signal? (really I just want to see how you draw an 8. I'm expecting something even crazier from you)

Thanks haha, how do you draw an 8?

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#798 SecretPolice
Member since 2007 • 45675 Posts

@dynamitecop said:
@GoldenElementXL said:

@dynamitecop: I've never seen someone draw the number "8" that way before. That is nuts to me.

Also nice effort on the video. @tormentos Maybe you can make a video explaining why it's not outputting a 1080p signal? (really I just want to see how you draw an 8. I'm expecting something even crazier from you)

Thanks haha, how do you draw an 8?

Classic drafting class teaches to draw one circle over the other, that all :P

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deactivated-583e460ca986b

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#799 deactivated-583e460ca986b
Member since 2004 • 7240 Posts

@dynamitecop said:
@GoldenElementXL said:

@dynamitecop: I've never seen someone draw the number "8" that way before. That is nuts to me.

Also nice effort on the video. @tormentos Maybe you can make a video explaining why it's not outputting a 1080p signal? (really I just want to see how you draw an 8. I'm expecting something even crazier from you)

Thanks haha, how do you draw an 8?

I start at the top, make a letter "S" and then connect it like normal people do..... LOL

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#800 dynamitecop
Member since 2004 • 6395 Posts

@GoldenElementXL said:
@dynamitecop said:
@GoldenElementXL said:

@dynamitecop: I've never seen someone draw the number "8" that way before. That is nuts to me.

Also nice effort on the video. @tormentos Maybe you can make a video explaining why it's not outputting a 1080p signal? (really I just want to see how you draw an 8. I'm expecting something even crazier from you)

Thanks haha, how do you draw an 8?

I start at the top, make a letter "S" and then connect it like normal people do..... LOL

Interesting, I guess I was never really taught to draw numbers a specific way from what I can remember, more just replicate what you see.