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103 lines
3.7 KiB
HTML
103 lines
3.7 KiB
HTML
<html><head><link rel="stylesheet" href="style.css"></head><body><div class="page">
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<h1>20160909 - Thinking "Clearly" About 4K</h1>
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<br>
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The real advantage of this console "upgrade cycle"
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is that now a developer should be able to produce a good <b>1080p @ 60 Hz</b> game
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without loosing pixel quality.
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<br>
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<br>
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However what is likely going to happen instead is 1st party titles under 4K marketing pressure
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will try for 4K, accepting a reduction of pixel quality,
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and get stuck at 30Hz.
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Games built around 30Hz won't scale to 60Hz due to CPU loads, etc,
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and we don't get 60Hz this round in the general case.
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Instead games will generally offer some amount of extra super-sampling for 1080p on upgrade consoles.
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<br>
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<br>
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<b>Beating the System</b>
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<br>
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If I was developing a console game for the "upgrade generation",
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I'd take advantage of 4K by dropping render resolution to 960x540 (yeah) in the game,
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then use a stylized CRT up-sampler.
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The advantage of 4K:
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540p shader scaled to 2160p has 4 lines per rendered line,
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so it is possible to have the scan-line effect without loosing as much brightness
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(three mostly solid lines with one 50% darker gap line is only a 1/8 drop in total brightness).
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540p@60Hz on a PS4 Pro is 135 Kflop/pixel, or roughly a 4.6x scaling of perf/pixel from a 1080p@30Hz PS4 title.
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That would be a transformative visual upgrade.
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<br>
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<br>
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<b>Maths</b>
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<pre>CONCLUSIONS ON 4K FOR CONSOLE "UPGRADE CYCLE"
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=============================================
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Majority of devs will render way under 4K,
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adopting up-scaling temporal AA to get to 4K,
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and will stay with 30Hz.
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The why,
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Xbox 360 was a 720p@30Hz target with 9 Kflop/pix.
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Many developers did less than 720p rendering on the 360.
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Xbox One is a 1080p@30Hz target with 19 Kflop/pix.
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So roughly double Xbox 360 perf/pix, a transformative change.
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Many developers continue to do less than 1080p rendering on Xbox One.
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PS4 is a 1080p@30Hz target with 29 Kflop/pix.
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I'm going to take this as the baseline Kflop/pix requirement
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for a current generation visual standard.
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PS4 PRO in my opinion is a good 1080p@60Hz target with 34 Kflop/pix,
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as that maintains the PS4's perf/pixel standard.
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To hit 4K@30Hz is 17 Kflop/pix,
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which is a downgrade to an Xbox One perf/pix level.
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Xbox Scorpio, using a 6.0 Tflop number, at 4K@30Hz is 24 Kflop/pix,
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which does *not* hit the PS4 perf/pix quality standard,
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but does maintain an Xbox One perf/pix level.
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So as with 360 and XB1, devs will continue to render under native resolution.
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RAW DATA
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========
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Using "Google Supplied" numbers for Tflops,
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360 -> .24 Tflops [Xbox 360 ]
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XB1 -> 1.2 Tflops [Xbox One ]
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PS4 -> 1.8 Tflops [PS4 ]
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PRO -> 4.2 Tflops [PS4 Pro ]
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SCO -> 6.0 Tflops [Xbox Scorpio]
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And looking at flop/pix in units of 1000,
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360 XB1 PS4 PRO SCO
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================================= ===== ===== ===== ===== =====
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960 x _540 @ 30 Hz = 16 Mpix/s 15 77 116 270 386
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1280 x 720 @ 30 Hz = 28 Mpix/s 9 43 65 152 217
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960 x 540 @ 60 Hz = 31 Mpix/s 8 __39_ 58 135 193
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1280 x 720 @ 60 Hz = 55 Mpix/s 4 22 33 76 109
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960 x 540 @ 120 Hz = 62 Mpix/s 4 19 29 68 96
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1920 x 1080 @ 30 Hz = 62 Mpix/s 4 19 __29_ 68 96
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1280 x 720 @ 120 Hz = 111 Mpix/s 2 11 16 38 54
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1920 x 1080 @ 60 Hz = 124 Mpix/s 2 10 14 __34_ __48_
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1920 x 1080 @ 120 Hz = 249 Mpix/s 1 5 7 17 24
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3840 x 2160 @ 30 Hz = 249 Mpix/s 1 5 7 17 24
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3840 x 2160 @ 60 Hz = 498 Mpix/s 0 2 4 8 12
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3840 x 2160 @ 120 Hz = 995 Mpix/s 0 1 2 4 6</pre>
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<br>
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</div></body></html>
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