Even with that approach, Cocoon isn’t doing anything extraordinary tech-wise. It’s running off slow storage just fine. It’s impressive presentation, for sure.
I’m playing through Quantum Break right now and while the effects are nifty and great looking, I could never imagine DF making a video about it.
The majority of the games that DF covers… don’t anything extraordinary tech wise.
The reason they aren’t covering it because it’s a small indie game without a lot of hype and won’t bring in the views. You can be sure there will be a video on Silk Song despite it not doing anything incredible-- because it has hype.
Yeah. Even on PC maxed out, it doesn’t match what they showed at the summer showcase. I knew we wouldn’t get 4K60 with RT on console but I was hoping the PC version at least matched what they showed off.
It’s a dynamic resolution that hovers slightly above 1440p on average.
I’m fine with it not being 4K60 with RT. It still looks great IMO and still cleaner than Forza 7 at a native 4K using MSAA, though a bit softer. My issue is they said it would be 4K60 with RT and they could have just not. That lead me to believe they might have been using some kind of up scaling or reconstruction technique but that doesn’t appear to be in place.
I don’t understand this? Everything these days is described as 4K yet runs at a lower native resolution.
Forza Motorsport uses TAA to reconstruct the image to 4K. I don’t see how this is different to any game on the market that says ‘ray tracing at 4K’ or similar. Nobody and I mean nobody means 4K native rendering anymore.
But it’s an odd complaint. Saying you aren’t a fan of their TAA choice is one thing but saying you are upset they described it as ‘4K’ when it’s not rendering natively at 4K is an odd complaint in a day and age where everyone describes everything as 4K yet nothing renders at that native res. Surely we are all used to that and all have accepted that native 4K rendering is a complete waste of GPU resources….
It’s certainly an outdated take but not unprecedented with Xbox games, just google DF and Quantum break and you’ll see all sorts of off base takes on reconstruction and resolution fuelled by the DF analysis (before they decided resolution wasn’t worth a focus) and certain media sites to see all the takes of:
Remedy - It reconstructs to a 1080 final presentation. Media - It’s a disappointing 720p game.
Even then there was the not so vague insinuation that MS were trying to fool people deliberately where as it was more people deliberately misinterpreting the facts (it was running on an evolution of Northlight that did exactly the same thing for Alan Wake so info readily available).
I don’t follow Forza but from what I can see they are perhaps one of the most transparent XGS’s team so can’t see how it fits here.
TAA doesn’t reconstruct. There is no reconstruction or temporal injection in the game. At least according to every analysis I’ve seen. I even said in the post you’re responding to that there is no reconstruction techniques in the game.
And I don’t agree on every game is described as 4K. Most often resolutions aren’t even mentioned as the industry has largely moved on from resolutions thankfully because the native pixel count isn’t the whole story. It’s only because they said it was 4K60 with RT that I even said anything.
Where did I say I’m upset? There is no need to be defensive over the game when I’m just giving some slight but valid criticism over how they marketed the game. I even said it’s cleaner than FM7 despite it rendering at a lower resolution and it still looks great. I also specifically said I’m fine with it not being 4K60 with RT. How does that sound like I’m upset?
Look I don’t want to argue about technical stuff cos I won’t pretend to be an expert but at a basic level my understanding is that TAA does almost the same thing as DLSS without the clever ML bit…
So it’s how FM constructs its 4K image as I understand it. Certainly that’s how DF presented it in their preview coverage asking for an alternative to TAA such as FSR2 or DLSS on PC……
Your understanding is off. TAA is not the same thing as DLSS without ML. The biggest thing both techniques have in common is using temporal data from multiple frames to treat the final image. DLSS though inserts additional data to fill in the gaps and upscale the output resolution to a higher pixel count. Standard TAA does not do this nor does it reconstruct the image to higher resolutions.
I rewatched all the DF videos and I think I found the source of the confusion. During their interview Turn 10 said the consoles support TAA and the PC version supports DLSS and FSR. They don’t mention these three techniques in the same sentence because they act the same, my guess is they mention them all because they are all image treating techniques. That does not mean that TAA reconstructs the final image to a higher resolution however. Let me put it this way, Unreal engine 4 supports both TAA and TAAU (temporal anti-aliasing upsampling). If TAA already upsampled the image to higher resolutions, there would be no need for Epic to develop a modified version of TAA to upsample the final image.
I’m not saying this to argue. I just think having a better understanding of the various techniques used in these games leads to better appreciation and better conversations to how the sausage is made. No where in the three DF videos do they say the game is being reconstructed to 4K.
That’s not what I said, I said KM’s take was outdated and then gave an example of how that kind of thinking was prevalent in the past and so might explain why it continues today from people who were around certain forums of the day.
If you read the analysis you’ll see that while they do reference the reconstruction the main focus of the article is on the lower res portions. Which caused many articles similar to this which as you can imagine magnified across certain forums.
They also did pretty much the same for the 1x port while failing to acknowledge that it was pretty much one guys side project.