It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
apehater: [...]

anyway, although i can see that dynamic resolution on consoles is an advancement if you look at it from the right viewpoint, it still stays a scam. as long as the publisher with support by or pressure by console manufacturer offer their games, which runs at 1080p resolution, according to the game box, although its using dynamic scaling with up to 1080p. if they would be open about that and inform their customers, then it would be alright. so they're scamming.
[....]
avatar
amok: I may be thick, and it may be too late, but I have no idea what you are actually saying here...
I think he is saying something like "if" a company made a game that rendered at a resolution lower than 1080p, but then upresed the image to output at 1080p then it wouldn't really be a 1080p image, but they could say it was on the box.

I don't know that this has been known to happen. High quality upresing takes quite a bit of time too, and somebody would notice.
Post edited March 14, 2016 by gooberking
avatar
gooberking: BTW I do believe some basic LOD technology is more or less baked into graphic processing in general. Stuff like using lower resolution textures and lower poly meshes for items in the distance. It's been that way for a while because that just a part of managing the resources responsibly.
Ok now I am unsure if this discussion is about the games trying to autotune the game graphics for your particular machine's power (your CPU/GPU speed etc.) even on the fly, or if it is about those generic tricks to make 3D graphics more efficient _regardless of your hardware specs_ that you seem to talking about (like LOD for distant objects, or not calculating graphics that are not shown on the screen anyway, etc.). I thought it was about the former, but now reading the OP I am unsure.

I was talking about similar like e.g. the NVidia Experience thingie where it decides for you what kind of graphics settings you should use for each game in your particular machine. I prefer it doesn't try to decide it for me.
Post edited March 14, 2016 by timppu
avatar
gooberking: BTW I do believe some basic LOD technology is more or less baked into graphic processing in general. Stuff like using lower resolution textures and lower poly meshes for items in the distance. It's been that way for a while because that just a part of managing the resources responsibly.
avatar
timppu: Ok now I am unsure if this discussion is about the games trying to autotune the game graphics for your particular machine's power (your CPU/GPU speed etc.) even on the fly, or if it is about those generic tricks to make 3D graphics more efficient _regardless of your hardware specs_ that you seem to talking about (like LOD for distant objects, or not calculating graphics that are not shown on the screen anyway, etc.). I thought it was about the former, but now reading the OP I am unsure.

I was talking about similar like e.g. the NVidia Experience thingie where it decides for you what kind of graphics settings you should use for each game in your particular machine. I prefer it doesn't try to decide it for me.
He mentioned stuff like lowering particle density, light / shadow quality, rendering to a lower resolution, and adjusting to stuff dynamically to cope with graphically intense moments so that the performance doesn't take a nose dive. That's how I was reading anyway. He did mention it was tech for the XB1 and PS4 which would have known hardware, and thus not need performance sniffing.
Post edited March 14, 2016 by gooberking
avatar
apehater: in case some retarded trolls post their shit on this thread, i'll ask the other participants to ignore them so the thread don't turn into shit. thanks.
Foiled before I ever had a chance. D;
avatar
apehater: as long as the publisher with support by or pressure by console manufacturer offer their games, which runs at 1080p resolution, according to the game box, although its using dynamic scaling with up to 1080p. if they would be open about that and inform their customers, then it would be alright. so they're scamming.
You do realize this "scam" has been happening for years, right? More demanding games on consoles already run at 720p in the background and then get upscaled to 1080p without anything automated. This is just a dynamic approach to the issue, finally.
avatar
amok: I may be thick, and it may be too late, but I have no idea what you are actually saying here...
avatar
gooberking: I think he is saying something like "if" a company made a game that rendered at a resolution lower than 1080p, but then upresed the image to output at 1080p then it wouldn't really be a 1080p image, but they could say it was on the box.

I don't know that this has been known to happen. High quality upresing takes quite a bit of time too, and somebody would notice.
But I still don't get it... I was under the impression that 1080p refers the the amont of lines drawn on the screen, and that they are progressively drawn. Should this not mean that the texture can consist of of 4 coloured pixels, as long as the complete picture is drawn with 1080 lines?
a lot of this backlash comes from the fact that the consoles, advertised and trumped up before launch as the "next-generation", were in fact made with hardware that was fairly stable at the time of their release. in years past, much more cutting edge technologies were employed which resulted in bigger leaps in performance relative to what was available, and then combined with very low-level program environments on performance-focused architectures.

things getting expensive and certain obstacles related to the minutiae of designing the chips and fabricating the chips meant that the climate for new consoles to be launched wasn't the most optimal. this resulted in a game development environment in which games were being developed on hardware far more powerful but architecturally directly related to what they were being designed for (and why? well that's another story).

so this practice of dynamically scaling game fidelity, as people already mentioned, LODs and the like, has been put under a microscope. would you like harsher LODs or a res drop? I do get where you're coming from but this is kind of not really looking at the bigger picture and really why things are this way.

anyway. I agree this shit is less desirable on PC. on a couch you're at least 6 feet away from the screen. on a PC you're around less than half that.

something tells me that this console generation is not going to be nearly as smooth as the previous one. what with VR, and the coming jump in graphics power, it's hard to say how things will go.
Will it "turn your thread to ship" if I point out that Rage was id Tech 5 engine, and Doom 3 was id Tech 4?
avatar
BrandeX: Will it "turn your thread to ship" if I point out that Rage was id Tech 5 engine, and Doom 3 was id Tech 4?
I already did and now I feel offended for being ignored.
avatar
BrandeX: Will it "turn your thread to ship" if I point out that Rage was id Tech 5 engine, and Doom 3 was id Tech 4?
avatar
Fenixp: I already did and now I feel offended for being ignored.
MIssed that line. There's a fair amount of text to skim through.
It's certainly deceptive if the game cover/box on the shelf says "1080p" and it isn't 1080p at all times.
avatar
Crosmando: It's certainly deceptive if the game cover/box on the shelf says "1080p" and it isn't 1080p at all times.
Depends - when 1080p is mentioned as a technical specification, it's 100% correct as resolution will always get upscaled to that. Those games are running full HD all the time. In the background tho, the resolution said game is being upscaled from can keep changing. When 1080p is mentioned as a quality metric, that's another question entirely - but I've only very rarely seen a console game being sold on its resolution. Actually, the new Halo, which is using this technology, is being sold on running @ constant 60FPS which seems like a much more worthy goal to me (which you can't really use to full extent with a gamepad anyway, but whatever, it's a good standard to strive towards for console gaming.)

avatar
BrandeX: MIssed that line. There's a fair amount of text to skim through.
Pfff, I'm still offended, just so you know. Anyway, isn't the new Doom supposed to use id Tech 6?
Post edited March 14, 2016 by Fenixp
Upscaling is not true widescreen you moron, under that definition GOG could sell a DOSBox game with a 320x200 resolution upscaled to 1920x1080 and call it "widescreen" or "1080p".
Post edited March 14, 2016 by Crosmando
avatar
Crosmando: Upscaling is not true widescreen you moron, under that definition GOG could sell a DOSBox game with a 320x200 resolution upscaled to 1920x1080 and call it "widescreen" or "1080p".
Widescreen is an aspect ratio and naturally needs to be kept with dynamic resolutions so that image does not lose its visual integrity. i.e. the dynamic resolution always uses 16:9 resolutions, just fluently changes them on the fly. I have no idea what point were you trying to make there, it has absolutely nothing to do with discussion at hand.

And yes, GOG could absolutely sell DOSBox games set to run stretched @1080p as full HD and they would be absolutely correct, the games would just look bloody ugly (in fact, they sort of do that already with more than one DosBox game). HD is just a short for 1920x1080 resolution and whatever runs at that resolution is full HD, regardless of its final quality. And that's exactly why that information is included with consoles - so that you have a compatible screen as their output is for full HD TVs, it doesn't say that all games will run full HD in the background.
Post edited March 14, 2016 by Fenixp
avatar
apehater: although such threads tend to turn into ship here, i'll give it a try and see how it goes.

as far as i got it right, dynamic scaling is getting a new trend and heavily used in videogame industry since the current gen consoles xb1/ps4 release. its a feature that keeps a stable framerate in intensive gameplay moments of a game by dynamicaly lowering the graphics quality, more exact lowering resolution. so far i know this feature was used first in the game rage (2011 modified doom 3 engine) for whatever reasons. it had horrible impact on the game graphics for pc users, even if they had enough hardware power. who played the game back at the release surely can remember „ all the fun“.

i'm not an expert about dynamic scaling in detail and hope that users skilled and experienced in game graphics will provide more detailed infos about that topic and correct me, in case something isn't right with the content in this post.

now an example for better understanding. lets say a game company wants to release an fps on current gen consoles. its standart that it will be rendered at 1080p resolution and have a stable 30 fps framerate. due to very hardware demanding situations in combat scenes the fps drops to unplayable rates. so to make the game playable without dumping down the graphics (such as shadow quality, lighting, particle density, lod, …) and letting it look like a ps2 game, the devs just add a feature into the engine which scales the resolution of the game down to 720p so the game stays playable. i see 3 ways of how this works:

1. the full game pictures at the end get rendered at lower resolution.

2. the textures inside the game getting rendered at lower resolution, kinda dynamic lod for textures. full game pictures are still rendered at full resolution.

3. game objects with textures getting rendered at lower resolutions. full game pictures are still rendered at full resolution.

4. a mix of all 3 methods above.

since current multi platform games are already too demanding for ps4 and xb1, this feature gets heavily used. and according to a forum (can't remember which it was, more than a year ago), this feature is in almost every ps4 and xb1 game. there aren't much companies that admit that their games have dynamic scaling, for obvious reasons. for me its a scam, you play a game with promised game quality thats not there throughout the game. how do you see this?

also do i have to fear that this shit will start to infest pc games too? non-optional dynamic scaling on pc sounds terrifying for me.

in case some retarded trolls post their shit on this thread, i'll ask the other participants to ignore them so the thread don't turn into shit. thanks.
if you have enough money you can just buy a better PC - what's the problem :(

it's all about the cash
keep it in a stash
some niqqers talk sh!t with they a$$
i see through 'em like glass!
you still mad at me for some sh!t i did in the past
you don't like me at first? i'ma grow you like a rash!
in dis rap sh!t i got it to smash
i'm built to last, feel the wrath, i bust dat a$$
SIT BACK AND LAUGH.............. :D