But then how would you know that it was a sci-fi game? Don't you understand that chromatic aberration is a natural occurrence in space and the future?
Thanks for the rehost! I can now see that the screen is full 4K. There's a lot of chromatic aberration present, and the soft shadow lighting is being calculated at a lower resolution. These things interacting with the compression is why my earlier count was much blockier.
There's aggressive TAA present, so it's very possible the overall resolution is being achieved through temporal reconstruction. (With a shot like this where most things are still, the results should be nearly indistinguishable from native rendering.)
Thank you! Anthem seems to be running at 1800c. There are artifacts that indicate use of CBR, but they're not particularly bad. I don't see as much distortion from TAA as in the title shot, though this may be due to coincidence. Other things I noticed were a little nice POM, and decent-but-not-great console-level AF. There's little to work from so far, but it seems environmental reflections may be cubemap-based. (Take that with a grain of salt, though.)
I can upload these same screenshots from a PS4 PRO output to 4K monitor if that's useful for anything?Tales of Vesperia Definitive screenshots courtesy of Tyaren
These are 1080p however, hopefully this allows counting if the game supports super sampling (or even a higher resolution in the first place).
I can upload these same screenshots from a PS4 PRO output to 4K monitor if that's useful for anything?
How is the RE2 demo on Pro? Wanna decide if I want to play it on my ok-ish PC or on my pro.
How is the RE2 demo on Pro? Wanna decide if I want to play it on my ok-ish PC or on my pro.
This is great, thanks! The game is 1440p, and--from other research--with a higher framerate on Pro as well. I'll add it to the list as soon as I get time, but I wanted to let you know that I saw and appreciate your screenshots.
I hadn't put it on the main list because while I did find native 4K screenshots, they were from before the game was released, and didn't definitively come from the PS4 Pro (there's a PC version as well). And though there were claims of "4K support", that doesn't always mean rendering resolution. But in that case it should've been on the "need more info" list. My apologies for the omission.
Fortunately, I've now been able to track down post-launch shots, and can say with some certainty that the game is indeed 2160p. (Though this is hampered a bit by some very low-res texture assets, as well as dithering that's baked in at 1080p.) I'll add it soon as well--thanks for reminding me!
Thanks so much for these! Yes, pixel counting can only measure up to the resolution of the screenshot being used, so if a game is above 1080p the screenshot needs to be, too. (Technically there are ways a smaller screenshot can reveal higher resolution, but they're uncertain and very hard to analyze effectively.)I can upload these same screenshots from a PS4 PRO output to 4K monitor if that's useful for anything?
Yes, Vesperia is 1440p. It's been added to the list.Could the resolution of Vesperia be something like 1440p on Pro? I just compared images of it with corresponding images of the Switch version, which is definitely 1080p, and while I could make out aliasing steps on both PS4 Pro and Switch, I counted more steps on the same slanted line in the Pro version image.
Thanks so much! I haven't been able to analyze shots myself, but this info from the dev is so specific and detailed that I think it can be trusted. I've gone ahead and added the game, even though I usually don't do that based solely on the word of a developer.The new Hitman HD collection runs at 2560 x 1440 and natively supersamples:
https://www.ioi.dk/hitman-hd-faq/
So "geometry rendering", the technique I abbreviate with "g", does use extra samples like native higher resolutions. However, this extra detail is only rendered for the geometry in the scene, the actual edges of objects. The surfaces of things, like textures, aren't improved. (This includes alpha textures used to simulate objects, e.g. grass sprites or light trails.) And this is what Okami looks like it's doing, with the much sharper vertices but most of the screen lower-resolution than that. As I said, there's even dithering at 1080p still visible in the "4K" mode.I'm confused is Okami HD not native 2160p?
OP says it has the same technique as Bound and Gravity Rush 2. Seems weird they'd go for a technique like that for a PS2 game
This post makes it sound like it could be native too?
Yes, that's a good idea. But due to the work situation I described above, it will likely be weeks before I can implement it. I'm sure if you have specific questions posting them in the thread will get explanations from others.Absolutely brilliant thread man! Everything I want to know all in one place! Great work man!
Any possible chance of an edit to the first post(s) on page one to include a key of all the an acronyms? AO? LOD? etc etc
Thx loads in advance! :-)
Thanks! Added to the list. As for LiS 2, given that Before the Storm had Pro support added you'd think the full sequel would too. But it's not listed as such on the PlayStation site (though they're often wrong), and I haven't found anything where the developer or publisher has claimed it. And the screenshots I've looked at have been 1080p, even when outputting at 4K from Pro. There may still be support, though, as games can have benefits besides higher res.Ace Combat 7 - https://youtu.be/1iDQEf5CHrU (PS4: 972p, unstable 50 ~ 60fps/ PS4 Pro: 1080p, almost locked 60fps)
Btw, couldn't find Life is Strange 2 on the first page. No Pro support for it?
One other note about what I added to the lists. The first Vermintide game ran with an unlocked framerate, and so did the beta for the sequel. But every piece of footage I've found of the final release of Vermintide II has been 30fps, even if the video was captured at 60fps. Does anyone know if there's a graphical option to cap framerate in the game? Or perhaps the developer just decided to cap it for everyone. (The prior game and beta were not stable at all, sometimes swinging well upward but with big drops during action; a cap can feel better in these cases.)
I am extremely sorry for my very long absence from the thread. My job has been eating up my time, and while I could read along I didn't have time to sit down and do research and analysis. I should've posted something to that effect to be transparent though, so please forgive my dead silence.
Unfortunately, it looks like there's still a month or two more to go with this major project I'm on, so posting of new games will continue to be intermittent and occasional. Please feel free to continue to post screens and links, and I'll get to them as soon as I can. Thank you all for your patience!
Thanks so much for these! Yes, pixel counting can only measure up to the resolution of the screenshot being used, so if a game is above 1080p the screenshot needs to be, too. (Technically there are ways a smaller screenshot can reveal higher resolution, but they're uncertain and very hard to analyze effectively.)
Yes, Vesperia is 1440p. It's been added to the list.
Thanks so much! I haven't been able to analyze shots myself, but this info from the dev is so specific and detailed that I think it can be trusted. I've gone ahead and added the game, even though I usually don't do that based solely on the word of a developer.
So "geometry rendering", the technique I abbreviate with "g", does use extra samples like native higher resolutions. However, this extra detail is only rendered for the geometry in the scene, the actual edges of objects. The surfaces of things, like textures, aren't improved. (This includes alpha textures used to simulate objects, e.g. grass sprites or light trails.) And this is what Okami looks like it's doing, with the much sharper vertices but most of the screen lower-resolution than that. As I said, there's even dithering at 1080p still visible in the "4K" mode.
That this modern technique would be applied to a PS2 game is I think due to how the HD version works. When it was updated for PS3, the game had 4x MSAA added. This basically means taking a lot of extra samples near edges, but you don't render all of them. You just use the value they would be to adjust the values of rendered pixels along the edge. Because of the averaging, the transition is more gradual and smooth, removing flickering.
One straightforward way to achieve geometry rendering is to force MSAA samples to be rendered fully, adding in the small detail. But since this isn't done across the whole image, it's cheaper than full supersampling.
Yes, that's a good idea. But due to the work situation I described above, it will likely be weeks before I can implement it. I'm sure if you have specific questions posting them in the thread will get explanations from others.
Thanks! Added to the list. As for LiS 2, given that Before the Storm had Pro support added you'd think the full sequel would too. But it's not listed as such on the PlayStation site (though they're often wrong), and I haven't found anything where the developer or publisher has claimed it. And the screenshots I've looked at have been 1080p, even when outputting at 4K from Pro. There may still be support, though, as games can have benefits besides higher res.
One other note about what I added to the lists. The first Vermintide game ran with an unlocked framerate, and so did the beta for the sequel. But every piece of footage I've found of the final release of Vermintide II has been 30fps, even if the video was captured at 60fps. Does anyone know if there's a graphical option to cap framerate in the game? Or perhaps the developer just decided to cap it for everyone. (The prior game and beta were not stable at all, sometimes swinging well upward but with big drops during action; a cap can feel better in these cases.)
Question, for a 1080 display, should I leave the supersampling mode in the ps4 settings always on, or just turn it on for games that don't automatically downsample like rdr2? Would it being on affect games that automatically downsample like GoW?
Question, for a 1080 display, should I leave the supersampling mode in the ps4 settings always on, or just turn it on for games that don't automatically downsample like rdr2? Would it being on affect games that automatically downsample like GoW?
That's also something that I'd like to know. With unfortunately more and more games not automatically downsampling anymore (because of the implementation of the forced supersampling mode?) and Digital Foundry or NX Gamer not analysing every game and often simply omitting to mention supersampling on 1080p TVs, I often don't have a clue which mode to pick and which resolution I am actually looking at. I'd leave the forced supersampling on all the time, but since it in some cases does do a poor job, I am worried it'll also mess up supersampling that a game would automatically do. It's actually kind of stressing me out each time a new game releases.
Yes, that's a good idea. But due to the work situation I described above, it will likely be weeks before I can implement it. I'm sure if you have specific questions posting them in the thread will get explanations from others.
I'm curious, can some frame rate issues with games be fixed through system software updates or do they all have to come from the developer through software updates. I'm referring specifically to The Last Guardian. As old as it is there will most likely not be another patch to fix frame rate drops. Otherwise I guess I just have to wait for the PS5 to fix issues?
How well does kingdom hearts 0.2 run on pro from those that have played it, 40-60 seems like a rather wide variation. Is there no 30fps mode?
I can't image not making use of the extra hardware in the Pro. It really makes quite the difference, and is very well suited for VR.
Even on a television, the Pro runs at either 1080p @ 60hz with the highest settings (what you are seeing in the trailer) or 4k @ 30hz locked at highish settings, user choice. The base PS4 runs at 1080p at either unlocked 60hz medium settings or locked 30hz at high.
We think we have! Hehe, due to some optimizations I've gotten the base PS4 to run it slightly better than the basic Rift / Vive settings, and the PS4 Pro running at 140 - 160 percent super sampling, with mediumish settings. That's not far off of what I can do on my GTX 1080 really, and the PS VR screen is marvelous.
Here are some developer comments on PS4 Pro support for today's release of Xing: The Land Beyond:
2D mode:
PSVR mode:
A bit more details thanks to improved resolution and antialiasing.
The PS4 Pro and Xbox One X will benefit from improved textures and higher resolution (compared to the basic PS4 and Xbox One). Framerate will still target 30fps on all platforms.
Onimusha: Warlords
I doubt that this game has any improvement in the PRO, but....
does lego city undercover have pro support? apparently it's on the back of the box but i couldn't find any information on what's actually enhanced.
It would be fun if this was native 4K for the sake of the character models.
This would be helped even more with ESRGAN, though. I wonder if we might see devs following modders' lead with that.
Apologies for asking as I couldn't find any confirmation on this; are the Persona Dancing games Pro enhanced?
They should be according to the box of the games, but I don't know how. (maybe just VR mode ?)