PS4 Pro Alternate Geometry Based 4K Rendering Technique Is Low Cost, Could Be Implemented In Days
Mark Cerny reveals info about an alternative to checkerboard rendering.
The PS4 Pro is already being unboxed by many publications and Digital Foundry was able to reveal some information, courtesy of system architect Mark Cerny, about something called “geometry upscale rendering” that could be done for upscaling 4K.
Cerny talked about the technique being fairly low cost computationally and allowing for implementation within a few days. It also eliminates most jaggies and when compared to the time taken for checkerboard rendering (which many titles like Call of Duty: Infinite Warfare are using), it takes much less time.
The technique is pulled off when the ID buffer and depth buffer are dissociated from the frame buffer – though the frame buffer is at 1080p, the other two buffers run at 4K, thus allowing for 4K geometry coverage but full HD resolution. The drawback is that the frame buffer’s 1080p resolution means that the full clarity and sharpness that comes from a frame buffer increase won’t be there.
This is more of a “quick solution” rather than proper implementation of 4K. It can also be used to make for less jaggies at 1080p than the base PS4 title while adding other visual effects thanks to the PS4 Pro’s advanced hardware.
What are your thoughts on the capability of the PS4 Pro in this regard? Let us know in the comments.