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ProfL

resolution scaling

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I'm not sure this is a technical question, but it's too advanced for the beginner forum and you tech guys are probably the ones who deal with this most. I haven't really found a reasonable explanation on google for it.

I'm developing a game for android/ios consoles (android TV/apple TV).
When I render it at sub-1080p resolution and scale this up, does that still count as a 1080p?
Reading wikipedia:
https://en.wikipedia.org/wiki/1080p
I'd think you have to be 1080p in height and width has to be according to the aspect ration of the display you target (16:9)


I wonder, as I've been seeing a lot of games claiming to be 1080p, e.g.

- Forza, which always renders naively in 1920x1080p
http://www.eurogamer.net/articles/2013-11-23-digital-foundry-vs-forza-motorsport-5
(That's how I would expect it to be)

- Gran Turismo or Wipeout on PS3. Both were 1080 in height, but scaled horizontally down to 1280 (1.38 MPixel) or dynamically to 1440 (1.55 MPixel)
http://www.eurogamer.net/articles/wipeout-hds-1080p-sleight-of-hand


On the other side, Ryse ran at 1600x900 (1.44 MPixel) and also scaled the image up at some point, but is not called a 1080p game.
http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome
(why not 1280x1080?)

Does it mean, as long as the height is 1080, any width is allowed? Or do you need to have at least the width of native 720p?

If you look at an article like:
https://www.vg247.com/2016/02/26/doom-1080p-60-fps-xbox-one-ps4-pc/
Does it mean, the game will be something x 1080p?


Some android-tv consoles support up to 4k, what is the minimal I need to support to claim to have a 4k game?
Or does it just matter that there is 'something' rendered in native resolution, e.g. some ui?

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perfect timing for quantum break :)
apparently they're rendering 720p MSAA4x (hence 2560x1440) and using temporal upscaling from the last 4 frames scale up to 1080p.
http://www.eurogamer.net/articles/digitalfoundry-2016-hands-on-with-quantum-break

kind of remind me of Quincunx.

in some games, I've been rendering MSAA4x for transparent/blended surfaces, on top of native rendered pixel. Not sure how that resolution would need to be called.
But resolution is often a marketing thing, when games don't really have anything else to shine, especially console ports for PC.

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Keep in mind that a lot of games don't do full 1080p rendering for everything. Post FX, Particles, SSAO, to name a few, are all done at lower resolutions and then merged with the full resolution image.

 

So if you're looking for a 100% natively rendered 1080p game, you probably won't find one today.

 

The important point to focus on is that, as long as the geometry is rendered at 1080p, people will consider it a 1080p game. If it's scaled down in one dimension (1280x1080) then you won't be considered "full 1080p", but you also won't be considered "not 1080p". People are kinda weird, they don't even notice that this is what they're doing. In the end, all they notice is "clarity", so if it looks even a little blurry they'll start pointing fingers at your resolution. It's pretty clear that they don't really understand how graphics work... hence talking about Textures being sharp and crisp when the image looks nice, since it's the only graphics term they really know.

 

An example of how this logic can easily be confused is when Guerilla did interlacing for the multiplayer of Killzone: Shadow Fall. They rendered at 1/2 width and alternated between even and odd pixels every frame while blending it with a reprojected previous frame. It caused a pretty big divide between players, some siding with "reprojection doesn't count! it's not true 1080p!" and some siding with "the final output is a 1080p image, it's 1080p".

 

They even almost got sued over it. ?(???)?

Edited by Styves

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