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OP
OP
Liabe Brave

Liabe Brave

Professionally Enhanced
Member
Oct 27, 2017
1,672
Btw, nobody knows Fate/Extella's enhancements still?

That's crazy, I platinumed it months ago, and it made my Pro quite noisy during gameplay and cutscenes with character models. I assumed it was native 4K because there was never a jaggy in sight, never any artifacts or blockiness in the visual fx either. It has surprisingly good level of AF as well.

Still crazy that there is no official word and no detailed reports.
I've looked at it a couple times and never got anything other than a 1080p result. Of course, it's not impossible that I only found Pro shots from 1080p displays. And effects or framerate improvements are tough to discern without close comparisons.

I'd really love to put it to bed, though, even months later as with XCOM 2. Do you think you might have the time to assist? You could post 4K screenshots for pixel counting. Ideally, you could find 1080p shots already on the web and take yours from the same scene. That way I can get direct comparison without you having to own a standard PS4. Finally, short 60fps videos of the biggest battles you can find would be icing (res wouldn't matter for this).

I completely understand if you're not interested, but if you are I'd like to thank you in advance. Have a good one!
 
Last edited:

Vashetti

Member
Oct 27, 2017
6,550
Did we ever determine if World of Final Fantasy got Pro support? Prior to Pro's launch it was listed as a Pro-enhanced title (along with XV) by Sony Japan.

I've done some googling and this gameFAQs user has posted some 4K screenshots and attempted to do some pixel counting.
5jYE0Tq.jpg
H7eBst2.jpg
wy8XSY6.jpg

Anyone want to have a go? I notice the game doesn't have an entry in the OP. Would be good to get a conclusive answer.
 

Terror-Billy

Chicken Chaser
Banned
Oct 25, 2017
2,460
Call of Duty WW2 runs at 2160p, with an undisclosed reconstruction technique. It doesn't look like checkerboard to me, it looks great tho. Edit: actually, if it wasn't because I read it was using reconstruction, I'd have said it was native lol.
 

chandoog

Member
Oct 27, 2017
20,071
Did we ever determine if World of Final Fantasy got Pro support? Prior to Pro's launch it was listed as a Pro-enhanced title (along with XV) by Sony Japan.

I've done some googling and this gameFAQs user has posted some 4K screenshots and attempted to do some pixel counting.


Anyone want to have a go? I notice the game doesn't have an entry in the OP. Would be good to get a conclusive answer.

i think this was discussed in the old topic, the game enabled a Pro flag but did nothing with it, it still renders at 1080p.
 

Kage Maru

Member
Oct 27, 2017
3,804
Call of Duty WW2 runs at 2160p, with an undisclosed reconstruction technique. It doesn't look like checkerboard to me, it looks great tho. Edit: actually, if it wasn't because I read it was using reconstruction, I'd have said it was native lol.

It's a temporal injection technique. Similar to what's used in Ratchet and Clank.
 

chandoog

Member
Oct 27, 2017
20,071
Ah I must've missed that, or forgot.

What's going on with the people pixel counting it in that gameFAQs thread then?

Not sure what's going on there, but there's no google search coming up for any resolution upgrades, only thing that comes up is that patch 1.02 fixed an issue which caused some very bad DoF effects on PS4 Pro.

PlayStation 4 Pro support fix – Fixed a bug that blurs the screen when connected to a 2K monitor.
Read more at http://www.playstationlifestyle.net...issues-adds-theater-mode/#7JjvLc57Cbuv64Jz.99
 

Vashetti

Member
Oct 27, 2017
6,550
Not sure what's going on there, but there's no google search coming up for any resolution upgrades, only thing that comes up is that patch 1.02 fixed an issue which caused some very bad DoF effects on PS4 Pro.

PlayStation 4 Pro support fix – Fixed a bug that blurs the screen when connected to a 2K monitor.
Read more at http://www.playstationlifestyle.net...issues-adds-theater-mode/#7JjvLc57Cbuv64Jz.99
It's a real shame, the game has a cute art-style and could look super clean at higher resolutions.
 

Echo

Banned
Oct 29, 2017
6,482
Mt. Whatever
I've looked at it a couple times and never got anything other than a 1080p result. Of course, it's not impossible that I only found Pro shots from 1080p displays. And effects or framerate improvements are tough to discern without close comparisons.

I'd really love to put it to bed, though, even months later as with XCOM 2. Do you think you might have the time to assist? You could post 4K screenshots for pixel counting. Ideally, you could find 1080p shots already on the web and take yours from the same scene. That way I can get direct comparison without you having to own a standard PS4. Finally, short 60fps videos of the biggest battles you can find would be icing (res wouldn't matter for this).

I completely understand if you're not interested, but if you are I'd like to thank you in advance. Have a good one!

I dunno about videos, but I could take some screenshots down the road for sure. I'd do it now, but with CoD arriving yesterday I've now got 44 games on my Pro and HD space is gone so I can't re-install Extella just yet. I'll have to finish something and delete it first.

I've got my Pro set to take 4K PNG screenshots, is that good? If I need like extra equipment than I won't be able to help cuz I don't have none of that. Another thing, once I transfer the shots from my PS4 to the web I'm pretty sure they get compressed because they are usually multiple MB.
 
OP
OP
Liabe Brave

Liabe Brave

Professionally Enhanced
Member
Oct 27, 2017
1,672
Did we ever determine if World of Final Fantasy got Pro support? Prior to Pro's launch it was listed as a Pro-enhanced title (along with XV) by Sony Japan.

I've done some googling and this gameFAQs user has posted some 4K screenshots and attempted to do some pixel counting.

Anyone want to have a go? I notice the game doesn't have an entry in the OP. Would be good to get a conclusive answer.
i think this was discussed in the old topic, the game enabled a Pro flag but did nothing with it, it still renders at 1080p.
That is the conclusion I came to and posted back there, but I was wrong. I have no excuse for the error, because these are some of the exact same screenshots I analyzed then. It appears I only counted a couple edges, likely because these shots were messy, imgur-compressed JPEGs, and this colored my analysis of cleaner PNG shots. Vashetti, thank you very much for resurrecting the topic and (unwittingly) giving me a chance to reverse my mistake. Say we start with this shot:
woff62uxr.jpg



So, the area outlined in red is an obvious candidate for counting: a long edge obviously intended to be straight, with high contrast. (The window divider to the right is even longer, but also surrounded by worse JPEG noise.) Looking at the edge (200% zoom), each step is exactly 2 pixels wide and ratio count thus gives a 2x upscale result.
vertq2u28.jpg



I must've ignored the horizontal lines since they aren't really countable, being completely flat with no steps at all. However, this made me miss a crucial observation. Look at the area outlined in blue, again zoomed 200%.
horizbkuu8.jpg


It's instantly apparent that some horizontal lines are only one pixel tall. This is literally impossible in an upscaled 1080p image. So we then go to another image of the same environment, this time from an angled camera view.
woff2rgu66.jpg


The near-vertical lines still count as 2x upscale, but the near-horizontal ones count as unscaled: one pixel for every step taken. (You can still see some "chalkmarks" from my counting, partially eliminated by a nearest-neighbor downscale.) Because of what pixel counting is actually measuring, near-vertical lines are a measure of resolution width, and near-horizontal lines a measure of resolution height. Therefore, World of Final Fantasy is rendering at 1920x2160p.

Why the strange number? There are a few possibilities. First, the game could be running an anamorphic dynamic resolution, where only the width changes. This isn't an uncommon approach (CoD: WWII is using it), but the facts seem against it here. In such games, an image less wide than tall is usually only seen at the very lowest drops, when the engine can barely keep up with the action. That definitely doesn't seem likely in these scenes, especially since they vary in content but all show evidence of this sizing.

Second, the buffer might simply be static, and upscaled in only one direction. But while this is not unheard of, choosing to use full height when that will restrict you all the way to half width is unusual. Such a 1920x2160 buffer is more total pixels than full 1440p, and only a little bit less than full 1620p. Given the more balanced distribution of increased-res benefits, those other sizes would seem more logical choices if you're restricted to this level of throughput.

Third, some temporal reconstruction methods (CBR, TAA, etc.) may use undersized buffers at some point in the process. These are definitely not supposed to end up being output to the screen, they're just the building blocks that the reconstruction operates on. However, we have precedent for something like this sneaking through. When it launched, Assassin's Creed: Syndicate also rendered taller than wide, to much confusion. A patch later eliminated this, and the final version doesn't seem to use reconstruction at all; but could this be an example of initially botched reconstruction that might guide us with World of Final Fantasy? Well, there may be artifacts present in another of the images (400% zoom).
artifactsdvuu0.jpg


Notice the light/dark/light/dark bands near some edges. This could just be mosquito noise from JPEG compression. After all, the large block impressions here are certainly JPEG color channel chunking, and there's some less-structured noise elsewhere in the zoom. (Not to mention the blending from the anamorphic upscale.) But these are strong, exact alternations at pixel scale, so I suspect they may be part of the original image. There are also more--though even less certain--suggestions of temporal artifacting in other shots. And tellingly, the impressions from the GameFAQs thread say they're visible if you stand close to a 4K screen.

Unfortunately, the only 4K PNGs I have were taken during little movement, so are inconclusive; there seem to maybe be artifacts, but it could just be specular aliasing, etc. Until I get better captures where stuff was in heavy motion, I can't conclude exactly what the reason behind the resolution is. Maybe there's no reconstruction at all. But at least I can now say that World of Final Fantasy does have Pro support, though it's not of an expected type. This might not be intentional (though the amount of bloom and DOF applied to this game might be evidence otherwise, of an effort to efface the worst artifacting of the chosen resolution).

My apologies once more for the previous error, and any confusion it may have caused.
 
Last edited:

chandoog

Member
Oct 27, 2017
20,071
No need to apologize Liabe, this is all information we wouldn't have known otherwise anyway.

Developers really need to be more transparent with what their updates are actually doing.
 

Favi

One Winged Slayer
Member
Oct 25, 2017
1,966
I remember reading in the old thread that Project Diva Future Tone was getting a Pro patch. Did we get any more news about it?
 
OP
OP
Liabe Brave

Liabe Brave

Professionally Enhanced
Member
Oct 27, 2017
1,672
I remember reading in the old thread that Project Diva Future Tone was getting a Pro patch. Did we get any more news about it?
The dev says native 4K, with some other benefits. But it's not out for another couple weeks, and I haven't seen any material to analyze.
 

Yaqza

Member
Oct 27, 2017
1,745
BTW, PlayStation Blog used to have short articles about PS4 Pro upgrades in upcoming games... Have they stopped publishing those?
 

Twinduct

Member
Oct 27, 2017
505
Hmm so Yakuza 0 & Kiwami has no real pro specific feature set, just boost mode enhancements?
That's pretty unfortunate.

Has there been any info on Monster Hunter World's Pro stuff?
 

Deleted member 11995

User requested account closure
Banned
Oct 27, 2017
1,386
Scotland
I was this ( ) close to upgrading my One S to a One X, but I don't have a 4K TV so decided it would be a better idea to update my base PS4 to a Pro. So I did :-)

I guess this is probably the best thread to check, what do I do now, as a lowly 1080p peasant? Do I simply activate Boost Mode, sit back and enjoy better frame rates and stuff?
 

Kage Maru

Member
Oct 27, 2017
3,804
I was this ( ) close to upgrading my One S to a One X, but I don't have a 4K TV so decided it would be a better idea to update my base PS4 to a Pro. So I did :-)

I guess this is probably the best thread to check, what do I do now, as a lowly 1080p peasant? Do I simply activate Boost Mode, sit back and enjoy better frame rates and stuff?

yeah you generally get better framerates and sometimes better load times.
 

chandoog

Member
Oct 27, 2017
20,071
I was this ( ) close to upgrading my One S to a One X, but I don't have a 4K TV so decided it would be a better idea to update my base PS4 to a Pro. So I did :-)

I guess this is probably the best thread to check, what do I do now, as a lowly 1080p peasant? Do I simply activate Boost Mode, sit back and enjoy better frame rates and stuff?

Boost mode will make every non pro patched game work better on your system. However, even on 1080p, you'll have plenty of Pro patched games with big benefits, not all of them support down-sampling sadly but there's a good number which does. The list in the OP should tell you which oen's do and don't.
 

Deleted member 11995

User requested account closure
Banned
Oct 27, 2017
1,386
Scotland
yeah you generally get better framerates and sometimes better load times.

Boost mode will make every non pro patched game work better on your system. However, even on 1080p, you'll have plenty of Pro patched games with big benefits, not all of them support down-sampling sadly but there's a good number which does. The list in the OP should tell you which oen's do and don't.

Cool, sounds good! Left the Pro in Rest Mode since I got it yesterday and that's my games re-downloaded, so it's time to go check stuff out.

Oh, and this is one thread I can't fully appreciate because images never seem to load for me on this forum (maybe because I always browse on an iPod).
 
OP
OP
Liabe Brave

Liabe Brave

Professionally Enhanced
Member
Oct 27, 2017
1,672
No need to apologise, man. You do great work here and a simple error is nothing to complain about.
Me making mistakes is not a surprise, but making a mistake when the correct info is right in front of me is regretful. I know some people use this thread as a buying guide, and I don't want to have unfairly evaluated a dev's work. In any case, I'll try to be more careful from now on.

BTW, PlayStation Blog used to have short articles about PS4 Pro upgrades in upcoming games... Have they stopped publishing those?
Yeah. It was only ever Europe, and they only did three of them.

Hmm so Yakuza 0 & Kiwami has no real pro specific feature set, just boost mode enhancements?
That's pretty unfortunate.

Has there been any info on Monster Hunter World's Pro stuff?
In Japan those Yakuza games came out long before the Pro did, so while it's disappointing they were never patched it's not terribly surprising. That team has been very busy on PS4--basically annual releases, even if some are spinoffs or remakes--so they probably didn't have time to go back.

As for MonHun, I tried to download the direct-feed footage from Gamersyde to analyze, but got a server error. I may need to wait for material to come out of the December beta.

Oh, and this is one thread I can't fully appreciate because images never seem to load for me on this forum (maybe because I always browse on an iPod).
I'm sorry to hear that. Before initial posting I did test on my wife's iPhone as well as my Samsung, and everything was working. You may want to bring this up in the technical issues thread.

At the very least, you can still search for game names to see which list (if any) they appear on. That'll tell you if there's Pro support, even if not what extent. Feel free to direct message me if you need details on anything.
 

joeblow

Member
Oct 27, 2017
2,928
Laker Nation
That is the conclusion I came to and posted back there, but I was wrong. I have no excuse for the error, because these are some of the exact same screenshots I analyzed then. It appears I only counted a couple edges, likely because these shots were messy, imgur-compressed JPEGs, and this colored my analysis of cleaner PNG shots. Vashetti, thank you very much for resurrecting the topic and (unwittingly) giving me a chance to reverse my mistake. Say we start with this shot:
woff62uxr.jpg



So, the area outlined in red is an obvious candidate for counting: a long edge obviously intended to be straight, with high contrast. (The window divider to the right is even longer, but also surrounded by worse JPEG noise.) Looking at the edge (200% zoom), each step is exactly 2 pixels wide and ratio count thus gives a 2x upscale result.
vertq2u28.jpg



I must've ignored the horizontal lines since they aren't really countable, being completely flat with no steps at all. However, this made me miss a crucial observation. Look at the area outlined in blue, again zoomed 200%.
horizbkuu8.jpg


It's instantly apparent that some horizontal lines are only one pixel tall. This is literally impossible in an upscaled 1080p image. So we then go to another image of the same environment, this time from an angled camera view.
woff2rgu66.jpg
+

The near-vertical lines still count as 2x upscale, but the near-horizontal ones count as unscaled: one pixel for every step taken. (You can still see some "chalkmarks" from my counting, partially eliminated by a nearest-neighbor downscale.) Because of what pixel counting is actually measuring, near-vertical lines are a measure of resolution width, and near-horizontal lines a measure of resolution height. Therefore, World of Final Fantasy is rendering at 1920x2160p.

Why the strange number? There are a few possibilities. First, the game could be running an anamorphic dynamic resolution, where only the width changes. This isn't an uncommon approach (CoD: WWII is using it), but the facts seem against it here. In such games, an image less wide than tall is usually only seen at the very lowest drops, when the engine can barely keep up with the action. That definitely doesn't seem likely in these scenes, especially since they vary in content but all show evidence of this sizing.

Second, the buffer might simply be static, and upscaled in only one direction. But while this is not unheard of, choosing to use full height when that will restrict you all the way to half width is unusual. Such a 1920x2160 buffer is more total pixels than full 1440p, and only a little bit less than full 1620p. Given the more balanced distribution of increased-res benefits, those other sizes would seem more logical choices if you're restricted to this level of throughput.

Third, some temporal reconstruction methods (CBR, TAA, etc.) may use undersized buffers at some point in the process. These are definitely not supposed to end up being output to the screen, they're just the building blocks that the reconstruction operates on. However, we have precedent for something like this sneaking through. When it launched, Assassin's Creed: Syndicate also rendered taller than wide, to much confusion. A patch later eliminated this, and the final version doesn't seem to use reconstruction at all; but could this be an example of initially botched reconstruction that might guide us with World of Final Fantasy? Well, there may be artifacts present in another of the images (400% zoom).
artifactsdvuu0.jpg


Notice the light/dark/light/dark bands near some edges. This could just be mosquito noise from JPEG compression. After all, the large block impressions here are certainly JPEG color channel chunking, and there's some less-structured noise elsewhere in the zoom. (Not to mention the blending from the anamorphic upscale.) But these are strong, exact alternations at pixel scale, so I suspect they may be part of the original image. There are also more--though even less certain--suggestions of temporal artifacting in other shots. And tellingly, the impressions from the GameFAQs thread say they're visible if you stand close to a 4K screen.

Unfortunately, the only 4K PNGs I have were taken during little movement, so are inconclusive; there seem to maybe be artifacts, but it could just be specular aliasing, etc. Until I get better captures where stuff was in heavy motion, I can't conclude exactly what the reason behind the resolution is. Maybe there's no reconstruction at all. But at least I can now say that World of Final Fantasy does have Pro support, though it's not of an expected type. This might not be intentional (though the amount of bloom and DOF applied to this game might be evidence otherwise, of an effort to efface the worst artifacting of the chosen resolution).

My apologies once more for the previous error, and any confusion it may have caused.
Does that support include downsampling?

...and thank you very much for bringing your thread over!
 

PabloTheThird

Member
Oct 25, 2017
224
Hey come for AC Origins it says 1800p - 1600p but Digital Foundry said it was lower around 1500p? Which one is the accurate one?
 

chandoog

Member
Oct 27, 2017
20,071
Hey come for AC Origins it says 1800p - 1600p but Digital Foundry said it was lower around 1500p? Which one is the accurate one?

Liabe counted to 1600p based on some screenshot pixel counting, the game renders dynamically so we can assume in areas with lesser load it can go a bit more higher up than the max they resolved to.
 

Tyaren

Character Artist
Verified
Oct 25, 2017
24,710
...I don't want to have unfairly evaluated a dev's work. In any case, I'll try to be more careful from now on.

You are right and for that reason I think we got to take a second look at Injustice 2. It's been bothering me for a while actually. It is filed under no downsampling, but it might actually do downsample from its 1440p output afterall. Digital Foundry was unsure and I remember that John said in the old thread that they found screenshots that indicated downsampling and some didn't. However that is possible...
NX Gamer however says there is is definitely downsampling in his video (after 13:55):



By my own experience I'd say it is downsampling too. I didn't pixel count, but the game looks really crisp an clean on my TV. It does never look as jaggy and dithered as the expample NX Gamer shows for standard consoles. There are aliasing stair steps on horizontal lines sometimes, but 1440p downsampled isn't that much of a pixel upgrade anyway to fully eliminate visible stair steps.

Lemme include some screenshots too, just in case:

33842150913_58471fced8_o.png


34095642533_7b44277d1b_o.png


34611126006_55a0b12631_o.png


Some in-engine character close ups, which are really clean IQ-wise:

37493898844_ed9a94cbaf_o.png


34011645413_c9660a5df5_o.png


35237687355_229515712a_o.png
 

Kage Maru

Member
Oct 27, 2017
3,804
How can you tell it's temporal injection? I believe Insomniac has yet to publicly discuss the intricacies of their temporal reconstruction technique.

To be honest, I haven't tried to pixel count it to know for sure but there have been analysis of both R&C and Spider-Man by two trusted sites that both came to that conclusion. We may never know for sure, but it's surely a different technique than CBR.
 

Twinduct

Member
Oct 27, 2017
505
In Japan those Yakuza games came out long before the Pro did, so while it's disappointing they were never patched it's not terribly surprising. That team has been very busy on PS4--basically annual releases, even if some are spinoffs or remakes--so they probably didn't have time to go back.

I honestly completely forgot about the initial release of those games, which makes complete sense. Assume the first real idea of their pro efforts will come with fist of the north star (Assuming they're using the same engine)

As for MonHun, I tried to download the direct-feed footage from Gamersyde to analyze, but got a server error. I may need to wait for material to come out of the December beta.

Assume most of this is subject to change anyways though but really hoping it has a selection mode (ala Nioh). Locked Frame rate vs Resolution buimp (Or both)
 

black070

The Fallen
Oct 27, 2017
5,583
Evil Within 2's Pro patch is out. :)

It says to be running at a higher resolution to support 4K displays, and there's now a framerate toggle that lets you either lock it to 30fps or keep it unlocked.
 
Last edited:
Oct 27, 2017
415
Evil Within 2's Pro patch is out. :)

Any specific Pro upgrades in the patch notes?

Edit: Thank you.

Oh and a question for Mr. Liabe:

What does 1080su mean? Rogue Galaxy and Rise of Keisei both have listed 1080su as their resolution and I couldn't find an explanation in the OP. Many thanks for the work you've done!
 
Last edited:

Jacob4815

Member
Oct 29, 2017
1,405
Evil Within 2's Pro patch is out. :)

It says to be running at a higher resolution to support 4K displays, and there's now a framerate toggle that lets you either lock it to 30fps or keep it unlocked.

I tried the patch on my 1080p TV.
I think that the game IS NOT supersampled, and the unlocked framerate option is a mess. Unplayable for me.
 

Jacob4815

Member
Oct 29, 2017
1,405
The framerate was locked to begin with, right? Surprised they would add an unlock option since it usually introduces unwanted judder.

Yes, it was locked and fine, very stable with Boost Mode. Unlocked mode is not stable at all. But even after the patch the 1080p users can return to the default setting, with the "locked" option.
I don't know what happens now to the 4k users.
High resolution option is not selectable for 1080p users, and it looks definitely not downsampled to me.
 
Last edited:

Jacob4815

Member
Oct 29, 2017
1,405
giphy.gif


What are all those developers doing/thinking? I don't get it...
And Sony doesn't care... They are aware this is going on, right?

MGS5 too.

My fear is that the after XBOX ONE X release, where supersampling is automatic, developers will not care anymore about the lack of downsampling on PRO.
 

Kage Maru

Member
Oct 27, 2017
3,804
giphy.gif


What are all those developers doing/thinking? I don't get it...
And Sony doesn't care... They are aware this is going on, right?

Speaking of this issue, hopefully Liabe can clear something up. From what I understand, any game with a red X doesn't supersample down to 1080p while any game with the orange dot, you need to manually select the resolution through the system settings, right? So I'm guessing anything without a red X does supersample?
 

black070

The Fallen
Oct 27, 2017
5,583
I tried the patch on my 1080p TV.
I think that the game IS NOT supersampled, and the unlocked framerate option is a mess. Unplayable for me.

Could you explain what you mean by this ? I'm playing with framerate locked for the purpose of consistency, but the few minutes I tried unlocked seemed fine.