440°

Dynasty Warriors 9's 4K Uses Checkerboard Rendering on PS4 Pro, 1440P Hardware Scaling on Xbox One X

Omega Force confirmed that Dynasty Warriors 9 will support 4K resolution through checkerboard rendering on PlayStation 4 Pro, while Xbox One X will use 1440P resolution and hardware scaling to get there.

PC won't support Ultrawide (21:9) displays, but the team is confident about the optimization.

Read Full Story >>
wccftech.com
Imp0ssibl32286d ago

So the mighty Xbox One X is stuck at 1440p again!

KaiPow2286d ago

Is it really that much better than checkerboard rendering?

GottaBjimmyb2286d ago (Edited 2286d ago )

This article title really distorts the actual answers from the dev. One X is 1440p native, it still scales to 4k, PS4 is 1080p native and upscales to 1080p

Article is just really unprofessional and light on important info, not to mention the title basically says One X and PS4 upscale this game to 4k, but implies PS4 is 4k, while One x is not....

To those commenting and saying this dev is lazy are not only wrong, but fell into the trap of this articles misinformed title. Also sad that the first comments are from trolling fanboys who failed to even read the devs reply and understand it.

@cybermario 1440p upscaled to 4k is definitely better than 1080 upscaled to 4k, not sure how you came to the conclusion it is worse.

Aenea2285d ago (Edited 2285d ago )

It's worse than 2160p checkerboard rendering, tho some Xbox fans don't seem to think much of checkerboard rendering it's actually far better than native 1440p. Of course native 2160p would be even better, but still.

What I wonder tho is the One X does support it's own way of checkerboard rendering so why not use it there as well? Tho the Pro has specific hardware addons for it, not sure if the One X has those and if it has if they are anything like the GPU addons for it of the Pro. So it would've needed to be implemented differently...

@GottaBjimmy

One X is native 1440p, upscales to 2160p
Pro is checkerboard rendered at 2160p.

Not sure where you got the idea from that checkerboard rendering means the same as rendering at 1080p, also don't get why you think it's the same as (a regular) upscaling method...

Checkerboard rendering at 2160p means it renders half of the pixels per frame, which is 12.5% more than native 1440p. That alone should give you the info that the Pro version will look better. Then there's the added benefit that checkerboard rendering can look really rather well and close to native 2160p. So yes, the Pro will look better...

Please read up about it! DigitalFoundry has made some excellent articles about it....

Krysis2285d ago (Edited 2285d ago )

I wonder if 60 fps is possible in a performance mode.

GottaBjimmyb2285d ago (Edited 2285d ago )

@aenea you are mostly wrong. It seems you took offense to the fact I said upscaling, which some say only applies to scaling where pixels are guessed based on surrounding pixels. That said, frankly, claiming anything other than the originating pixels as native, just isn't true and honestly, claiming it is not upscaling is basically just a marketing ploy.

The thing is:
1. Xbox one also has a hardware based scaling (or whatever term you prefer) that is very similar to checkerboarding, where data is pulled from previous frames rather than interpolation.
2. Checkerboarding itself can reuse frames up to 10 frames old, so hardly the same as the originally pixels, especially in motion. If you stand completely still, you are correct, it is 100% native 4k, but in motion checkerboarding is definitely not the same as 4k, and frankly is hardly better than standard upscaling IMO (at least in first person shooters) due to increased and literal artifacting.
3. The lower the framerate, paired with checkerboarding (seems like 30fps in this case) the more noticeable the transferred frames are.
4. Obviously checkerboarding is not the end-all, because many games, specifically where there is high motion, like an first-person shooter have opted to standard scaling on PS4 pro. (ie. COD WW2)

In other words 1440p upscaled using Xbox's hardware scaling solution (similar to checkerboarding) so if we are claiming the form of producing missing pixels is the reason it is better, you argument falls kind of flat considering they both use methods that use pixels from previous frames.

Look, the PS4 pro is fine, no need to pretend that the Pro and One X are equals though, that is just a lie, and pretty stupid considering all the trolling about resolution between XB1 and PS4 at launch, now suddenly scaling solutions are better than higher native resolutions -_- you guys...

Basically, in sorts, the originating resolution for PS4 is 1080p, and 1440p for One X, the checkerboarding is solution is basically the same on each, that is a bit off, for 2 reasons
1. the pixels in all are 4k when rebuilt, though each originating image is 1080p/1440p
2. The PS4 checkerboarding is superior to One X version (at least at launch before patches) according to most image interpretation experts. (ie. Digital Foundry)

Again, TBH, they are going to be VERY similar, though, like I said above, that is likely impacted largely on the fact that this game is probably bottlenecked on the CPU. But the One X is doing the more intensive process regardless of any other argument relative to quality of its rendering process.

GottaBjimmyb2285d ago (Edited 2285d ago )

Also, checkerboarding does not have to be 2x2, it is frequently 4x4 with 4 rendering phases on PS4 Pro, so the argument that it is rendering half of 2160p is not true. Is is rendering 1/4th of 2160p in this case, and that is equivalent to 1080p.

But also, Sony's checkerboard rendering isn't quite 2x2 or 4x4, it is slightly different (and superior) though that part is beyond me, there are articles explaining it.

That said, I am assuming it is 4x4 rendering, you are assuming 2x2, frankly, I guess we will have to wait to see who is right, but I am completely confident it is 4x4, considering 2x2 would be a higher base render than One X. Maybe I am making that assumption wrongly though.

TheCommentator2285d ago (Edited 2285d ago )

@ Aenea

I guess that means that Quantum Break looked as good as native 1080p according to your theory too?

BigWan782285d ago

@Aena... checkerboarding from 1080p up to 2160 is NOT way better than native 1440p..

checkerboarding from 1440p - 1800p may be way better... but not from 1080p.. it may look slightly better... but not way better

Outside_ofthe_Box2285d ago

lol How many people arguing about the resolution in the topic are actually interested in the game itself?

Ju2285d ago (Edited 2285d ago )

@GottaBjimmyb stop making stuff up. In fact you don't know, you are right. WW2 uses half width interpolation with full 2160 lines. Yes, it does indeed use CB on a 60fps first person shooter.

Also, wth is 1080p CB? This has never been used on a Pro. The lowest CB framebuffer is 1800p (GT Sport @ 60fps, Mass Effect 1800pCB@30fps), most use a full 2160 lines buffer with the X resolution anything from 900 - 3840; Not sure if there is even a title at 1600pCB (BF2?).

I doubt however that the X is 1440p and the Pro is indeed 2160CB. Yes the Pro has HW extensions where it does not require shader resources for CB (to that extend), but I doubt it can offset that bandwidth deficit in full. If it does, it would be a first. But, who actually cares. It'll look fine on both on a 4K screen.

BTW: QB's resolution was ridiculously low to get the game running on a XB1. Sure, it looked great but it was <720p which means it uses quite large pixels to interpolate. It also was awfully blurry. You can't compare a 4x (actually more than that) pixel density with what QB does. The lower the res, the more pronounced are the artifacts of the CB renderer.

GottaBjimmyb2285d ago (Edited 2285d ago )

@ju On Cod WW2

"It's early days here, but our impression is that WW2 employs dynamic resolution scaling on both systems, with the lower bounds set at 1920x2160, rising to a full-fat 3840x2160. Perhaps not surprisingly, it's Xbox One X that gets closer to the higher-end of the scale, and the artefacts present in the horizontal upscale (apparent on both systems) are more obviously observed on the Pro presentation. Whether it's a checkerboard-style side effect or a product of temporal upscaling remains to be seen, but we feel there's more work to be done here in how WW2 makes the final resolve pass for 2160p output."

But let's not let facts get in the way of your propaganda and BS.

On the Checkerboarding, I explained this already in another comment. Checkerboarding can use any number of frames to make a render. So, while most PS4 Pro games use 2 frames (one current, one old) to make a 4k render some use 4 frames to make each render. (Some games woth checkerboard use dynamic ranges or special ratios, but most don't) 4 frames will each have the same number of pixels as 1920x1080. It is easier to just say 1080p, than to say an equivalent number of pixels to 1920x1080. Again though, let's not use facts, just your propaganda and hyperbolic statements and questions...

Ju2285d ago

@GottaBjimmyb Your quote you just posted directly contradicts your earlier statements. Thanks for proofing my point.

GottaBjimmyb2285d ago (Edited 2285d ago )

@ju you clearly cannot read. Either that or you don't know the difference between "checkerboard-style side effect" and actual checkerboard resolution.

They even state plainly it is standard upscaling right at the end, most likely alluding to some kind of temporal scaling which is similar to checkerboard, hence the wording "checkerboard-style side effect"

That would be like if a doctor said coughing is a flu related symptom, but your diagnoses came back as pneumonia, so you have the flu for sure. You just suck at reading apparently.

+ Show (10) more repliesLast reply 2285d ago
Neonridr2286d ago (Edited 2286d ago )

well not sure what's holding the dev back. There is zero reason why the Pro should support better resolution or framerate unless the devs are lazy or inexperienced. It could also be the wording of the dev though.

Brave_Losers_Unite2286d ago

It may also have to do with the previous sales of Dynasty Warriors on Xbox.

Neonridr2286d ago

perhaps, but I can't imagine you couldn't basically copy + paste the PS4 Pro code and then do a bit of tweaking. The core architectures of these systems are identical. The One X just has more resources at its disposal.

GottaBjimmyb2286d ago

Not holding back, dynasty warriors has always been pretty poorly optimized and is most likely VERY CPU heavy due to the large number of NPCs on screen, so not really a matter of holding back, just that the game won't hit 4k native on either.

1080p native - PS4 pro
1440p native - One X

2286d ago
OpenGL2286d ago

That's not how checkerboarding works, if it's a checkerboarded 4K image it means the real resolution is 1920x2160 or exactly 2x the number of pixels per frame as 1080p. I find it hard to imagine why they'd do checkerboard 4K on PS4 Pro and 1440p on Xbox One X but it may be due to the PS4 Pro including the ID buffer, the developer being Japanese, and the majority of the focus being on the platform where it will sell best, the PS4.

Aenea2285d ago (Edited 2285d ago )

"perhaps, but I can't imagine you couldn't basically copy + paste the PS4 Pro code and then do a bit of tweaking."

The Pro has GPU additions to support checkerboard rendering that are Sony specific so the code can't be simply copy and pasted. Also the Pro has been out a year longer than the One X so they had more time with it.

Of course they could have taken the time to use the One X sparse rendering method as well, but they didn't for whatever reason...

--------
@gottabejim

Ehh no, checkerboard rendering at 2160p is NOT the same as native rendering at 1080p. How on earth did you get that idea?

Checkerboard rendering divides the framebuffer into 2x2 pixel squares, half of those squares (and thus pixels) are rendered each frame, which squares are rendered are alternated every other frame. The Pro's ID buffer and other GPU additions help to determine which pixels to use from the previous frame. When there is no movement at all between 2 frames the result is a native 2160p frame! This means it renders half of 2160p per frame (1080p is a fourth instead!). Half of 2160p is also 12.5% more pixels than native 1440p.

So it's:
2160p checkerboard rendered - PS4 Pro
native 1440p - One X

or
half of 2160p - PS4 Pro
full 1440p - One X

Half of 2160p is still 12.5% more pixels than native 1440p...

--------

@shloobmm3

The One X renders 12.5% pixels less, so you're dead wrong!

GottaBjimmyb2285d ago

@aenea you are assuming it is 2x2 checkerboard, not 4x4 (which is almost positively true considering option 2 is 1080p 60fps)

Basically, it is rendering and compiling an image from a source equal to 1080p

GottaBjimmyb2285d ago (Edited 2285d ago )

Though, 2x2 and 4x4 are relative, as technically that is just a way to visualize the process. What happens is the horizontal or vertical pixels are rendered in 2 phases making 1920x1080 (1080p) be built from 2 960x1080 frames overlayed, using the missing pixels from the other. In this, you sometimes have frames fail to render and can sometimes have up to 10 frames where the same data is used/reused, though very rare, usually the data is used only in the original render and the following render.

However, you can actually use this same process, but render using 4 frames. This would look horrible if you were rendering 4 frames for a 1080p image, but if you are rendering 4 frames for a 4k image, then each frame would still be 1920x1080 (3840/2 and 2160/2) and the image quality would be good enough that even if all other 3 frames failed (VERY UNLIKELY) the image is still good.

However, no matter what the process is, a still image IS actually full 4k, uncompromised (or 1080) just not so in motion. The problem with checkerboarding is the look in motion and the more frames that are reused, the less effective it is. Then again, some people like the visual effect it causes, just like some people like "motion blur," I really do not.

Now I could be wrong, maybe the checkerboarding for this game only uses 2 frames per render, and if so, it actually has a higher pixel count per frame than the One X version, but considering it is 1080p 60fps or 4k checkerboarding, I highly doubt it.

+ Show (5) more repliesLast reply 2285d ago
Trueflames2286d ago

Seems like you havent seen how many comparisons xbox x is stomping ps4 pro

Cuzzo632286d ago

Its a suppose to... Anyone denying that is delusional. It's like saying Xbox is doing better than PS4...

Ju2285d ago (Edited 2285d ago )

Stomping maybe for people who have never seen a Pro. But in fact, I have a GTX1060 which runs circles around the X, and while it looks better than the Pro, it isn't "stomping" nothing. I doubt that's any different with the X. That is runs with more pixels (no game actually has any framerate benefit - simply because the Pro scales more) is obvious. It also costs more money. I hope there is some advantage if you pay more...

2286d ago Replies(3)
Kumakai2286d ago (Edited 2286d ago )

lol its still doing more than the ps4 pro. you realize checkerboard rendering is literally half the horizontal resolution, right?

Aenea2285d ago (Edited 2285d ago )

LOL, and you do know that half of 2160p has more pixels than 1440p, right?

12.5% more pixels to be exact!

Also, it's not really half the horizontal resolution...

Checkerboard rendering divides the framebuffer into 2x2 pixel squares, half of those squares (and thus pixels) are rendered each frame, which squares are rendered are alternated every other frame. The Pro's ID buffer and other GPU additions help to determine which pixels to use from the previous frame. When there is no movement at all between 2 frames the result is a native 2160p frame!

Vasto2285d ago

Learn to read.

All Eyes On Xbox

+ Show (3) more repliesLast reply 2285d ago
Cybermario2286d ago

"PC won't support Ultrawide (21:9) displays" well that sucks...

TankCrossing2286d ago

Could be worse. Dynasty Warriors 8 PC was worse than the PS4 version. For some reason they ported it from the PS3.

This is a reluctant step up lol.

slavish02285d ago

This is dynasty warriors. This copy and past dev is lazy as hell.

DeadSilence2286d ago

Why not CB on both platforms? Does Pro have some specific CB enhancements?

TankCrossing2286d ago

Yes, it keeps a depth buffer or some shizzle that makes the flimflams stick to the humdings, reducing the rendering cost of the quasi-particles that ordinarily exist outside of the space pipeline continuum.

That explanation might not be 100% accurate, but yes the Pro has some enhancements to make checkerboarding as "cheap" as can be in resource terms.

Microsoft didn't go into nearly so much detail on their rendering shortcuts. I guess it would have underminded their "True 4k" marketing facade.

Neonridr2286d ago (Edited 2286d ago )

that mumbo-jumbo sounds way too technical. I mean flimflams? That's cutting edge stuff we won't see til Gen 11

Darkwatchman2286d ago (Edited 2286d ago )

In basic speak, the ps4 pro has specific hardware features that make checkerboard rendering simpler to implement than on Xbox One X and while the One X would be able to handle the same CB resolution with more performance to spare, the developer would have to put in more time and effort to make CB happen on the One X.

OpenGL2286d ago

As TankCrossing mentioned it has an extra hardware feature known as the ID buffer that is included on the PS4 Pro for the purposes of checkerboard rendering. Checkerboarding can be done without it as was even done in some ways on regular PS4 and Xbox One like Rainbow Six Siege and Battlefront 2, but the implementation is slightly harder without the extra feature.

TankCrossing2285d ago

Well yeah, if you want to dumb it down for the layman.

TheCommentator2285d ago (Edited 2285d ago )

XB1X also has dedicated HW for checkerboarding, although the specific method PS4 uses is patented by Sony. I'm not sure about how the two methods differ, but it's generally accepted that Sony's (custom rendering) technique is more efficient. The reason checkerboarding doesn't appear to be used on the XB1 is solely down to the choices made by the devs (lazy, prefer Sony as lead platform, etc.), not the hardware inside the machine.

I'm not sure why you're getting agrees for making it sound as if MS doesn't have a HW-based checkerboard rendering solution.

http://n4g.com/news/2107167...

2286d ago Replies(4)
ccgr2286d ago

Can't wait for this one!

Show all comments (84)
60°

Chatting Shadows of the Damned: Hella Remastered with Suda51

CGM Writes: While we were over at PAX East, we were able to sit down with Goichi Suda (Suda51) and talk about the upcoming remaster of Shadows of the Damned

Read Full Story >>
cgmagonline.com
50°

Larian after Baldur's Gate 3: "We have ambitions to make really good RPGs, and that's sufficient"

"Treat your players as you would like to be treated, that's it," Vincke says when asked about how to maintain trust with a game's community.

Read Full Story >>
gamesindustry.biz
60°

The Best Indie Horror Games

BLG writes, "There are plenty of amazing horror games out there, but some of the very best ones that will leave you shaken to your core are indie horror games. If you’re looking to pick up new games for some scares, here are the best indie horror games you can play."

Read Full Story >>
bosslevelgamer.com