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These is no checkerboard, no pixel-sized holes to fill. According to presentations from Guerrilla, of the engine's 33.3ms per-frame render budget, 1.8ms is spent on the checkerboard resolve.Īlthough it upsamples from a much lower resolution, DLSS works differently. By combining these results over time in a specialised way similar to the game's TAA and a very unique pass of FXAA, a 4K pixel grid is resolved and the perception of much higher resolution is achieved.
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Importantly, Decima does not sample a pixel from its centre, but from its corners over two frames. Base resolution is 1920x2160 in a checkerboard configuration, with 'missing pixels' interpolated from the previous frame.
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Curiously, it does not use PS4 Pro's bespoke checkerboarding hardware. Meanwhile, on PC, we see a 'next-gen' image reconstruction technique - Nvidia's DLSS - which delivers image quality better than native resolution rendering.Ĭheckerboard rendering as found in Death Stranding is non-standard and it's the result of months of intensive work by Guerrilla Games during the production of Horizon Zero Dawn.
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On PS4 Pro, it features one of the best checkerboarding implementations we've seen.
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The idea here is remarkably simple: in the age of the 4K display, why expend so much GPU power in painting 8.3m pixels per frame when instead, processing power can be directed at higher quality pixels instead, interpolated up to an ultra HD output? Numerous techniques have been trialled, but Kojima Productions' Death Stranding is an interesting example. The concept of native resolution is becoming less and less relevant in the modern era of games and instead, image reconstruction techniques are coming to the fore.
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