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[新闻] Guerrilla Games: 关于Killzone Shadow Fall 和 1080p

Q: Is KILLZONE SHADOW FALL running 1080p, or something else?
KILLZONE SHADOW FALL’s single and multiplayer modes both run at 1080p.

Q: Is SHADOW FALL running 1080p natively?
In both SP and MP, KILLZONE SHADOW FALL outputs a full, unscaled 1080p image at up to 60 FPS. Native is often used to indicate images that are not scaled; it is native by that definition.

In Multiplayer mode, however, we use a technique called “temporal reprojection,” which combines pixels and motion vectors from multiple lower-resolution frames to reconstruct a full 1080p image. If native means that every part of the pipeline is 1080p then this technique is not native.

Games often employ different resolutions in different parts of their rendering pipeline. Most games render particles and ambient occlusion at a lower resolution, while some games even do all lighting at a lower resolution. This is generally still called native 1080p. The technique used in KILLZONE SHADOW FALL goes further and reconstructs half of the pixels from past frames.

We recognize the community’s degree of investment on this matter, and that the conventional terminology used before may be too vague to effectively convey what’s going on under the hood. As such we will do our best to be more precise with our language in the future.

Q: So how does “temporal reprojection” work and what’s the difference with up-scaling?
Up-scaling is a spatial interpolation filter. When up-scaling an image from one resolution to another, new pixels are added by stretching the image in X/Y dimension. The values of the new pixels are picked to lie in between the current values of the pixels. This gives a bigger, but slightly blurrier picture.

Temporal reprojection is a technique that tracks the position of pixels over time and predicts where they will be in future. These “history pixels” are combined with freshly rendered pixels to form a higher-resolution new frame. This is what KILLZONE SHADOW FALL uses in multiplayer.

So, in a bit more detail, this is what we need for this technique:




We keep track of three images of “history pixels” sized 960x1080
The current frame
The past frame
And the past-past frame


For each pixel we store its color and its motion vector – i.e. the direction of the pixel on-screen
We also store a full 1080p, “previous frame” which we use to improve anti-aliasing
Then we have to reconstruct every odd pixel in the frame:
We track every pixel back to the previous frame and two frames ago, by using its motion vectors
By looking at how this pixel moved in the past, we determine its “predictability”
Most pixels are very predictable, so we use reconstruction from a past frame to serve as the odd pixel
If the pixel is not very predictable, we pick the best value from neighbors in the current frame
On occasion the prediction fails and locally pixels become blurry, or thin vertical lines appear. However, most of the time the prediction works well and the image is identical to a normal 1080p image. We then increase sub-pixel anti-aliasing using our 1080p “previous frame” and motion vectors, further improving the image quality.

The temporal reprojection technique gave subjectively similar results and it makes certain parts of the rendering process faster. This reduces controller lag and increases responsiveness, which improves the KILLZONE SHADOW FALL multiplayer experience.

We will be discussing KILLZONE SHADOW FALL’s rendering techniques – including this one – in a talk at the upcoming Games Developers Conference on March 20th, Room 132, North Hall. We will go into much more detail, but if you have any questions please leave them in the comments below so that we can address them in the presentation. The presentation slides will be shared on the Guerrilla Games Publications page after the conference.


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实话实说,其实游击队还挺有创意的。



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我觉得挺好挺聪明的。。


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我对这个不感兴趣,Guerrilla你说好的面光源实现细节文档呢?赶紧放出来啊。

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posted by wap, platform: iPhone

态度挺好的,但早解释就没这么多要蛾子了

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posted by wap, platform: Nokia

无所谓,已经习惯了

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posted by wap, platform: 小米 (MI 1S)

960*1080也算1080p

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大概看懂了
有点类似与电视里的各行扫描
有没有业内解释一下这么做的缺点或者说是代价是什么
毕竟这个技术的性价比很高吖
在观感上既保证了清晰度又提高了流畅度
为什么不早点普及这技术?

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因为追求1080p的纸片人

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引用:
原帖由 I-Am-Legend 于 2014-3-7 05:26 发表
大概看懂了
有点类似与电视里的各行扫描
有没有业内解释一下这么做的缺点或者说是代价是什么
毕竟这个技术的性价比很高吖
在观感上既保证了清晰度又提高了流畅度
为什么不早点普及这技术?
缺点和代价是要被软饭找茬

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呵呵呵呵
附件: 您所在的用户组无法下载或查看附件

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呵呵厚。。。

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