Very similar to the way Quantum Break and Rainbow Six Siege work to achieve their output, it appears that Uncharted 4 may be using its own reconstruction methods as well to achieve its final output.
Their base geometry is 1080p, but for that render to be continually achievable they have to use reconstruction methods in the current frame with multiple passes from previous frames to keep things going or I assume the performance would be impossible to maintain. This is why so much dithering is present throughout the image, you can see it clearly with light passing around fine details such as the hair also details around plants, reflections, shadows and so on.. If they wanted a native pixel accurate render one can only assume the framerate would be quite low and as a result they had to seek out other methods.
Will be quite interesting to see what comes of this.
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