XINTSUAI2
Mil pontos, LOL!
- Mensagens
- 42.172
- Reações
- 33.361
- Pontos
- 1.029
Sony's Reprojection | 60 fps to 120 fps praticamente sem custo de processamento...
Estava lendo sobre essa técnica que a Sony está desenvolvendo para o Morpheus.. segundo a Sony, 120 fps é o ideal para VR, e para alcançar esse framerate, sem consumir processamento demais, eles estão utilizando uma técnica que preenche os frames intermediários, dando a impressão de 120 FPS.
Segundo Yoshida, a técnica é feita por uma api que eles estão desenvolvendo que é usada logo antes da imagem ser enviada para tela, como se fosse um efeito de pós-processamento.
O que me ocorreu é.. e a Sony não poderia usar essa técnica em todos os jogos de PS4? Ou liberando a API para as devs que quiserem usar?
jogos de 30 rodando como se estivessem a 60 fps? Isso praticamente garantiria games com foco em gráficos, mas rodando com altos framerates.
"There are two uses for it. One is to fill in the frames if you go from 60 to 120 - you need to fill in the middle frame," explains Richard Marks. "And the other one... well, even if you're rendering at the full 120, you can get the most recent data and use that on the latest frame."
http://www.eurogamer.net/articles/digitalfoundry-2015-project-morpheus-tech-interview
"Yeah, our native 120 demo from Japan Studio runs like that," adds Shuhei Yoshida. "The programmer who did it explained to me that's good to have reprojection all the time, even if you're running at native 120. Sometimes a frame will be dropped, but using reprojection it's still very smooth, and it's always taking the latest data."
The AR bots from augmented reality title The Playroom return in this native 120Hz Morpheus demo. The controller is mapped into the virtual world, making for an intriguing mixture of both AR and VR elements - an approach we didn't see in any of the other VR demos at GDC 2015.
But how demanding on system resources is the reprojection technology itself? Does the need to drive 120Hz impact on system resources?
"It's very short. It's done in the system software we have, a version that just does it for you. It runs right at the very end, just before the frame is going to be displayed. It interrupts the GPU and does this little bit of work. I don't know the exact timing of it, but it's very small. The impact of adding that in is not something that our people are worried about."
"The programmer who did the Japan Studio game said that this system doesn't take much power away from the game. He said it's easy," says Yoshida. "By the way, you've been counting frames for many years. Did you notice the difference between the native 120 demo and the others?"
I reply that 60Hz content has a very slight ghosting effect to it that I didn't see on the 120Hz demo. I explain it's a trade I'm happy to make if it means we get VR titles as visually rich as the London Heist.
"Another thing with the 120 is that it's easy to go to 60 for the television set to display the social screen," says Marks.
Estava lendo sobre essa técnica que a Sony está desenvolvendo para o Morpheus.. segundo a Sony, 120 fps é o ideal para VR, e para alcançar esse framerate, sem consumir processamento demais, eles estão utilizando uma técnica que preenche os frames intermediários, dando a impressão de 120 FPS.
Segundo Yoshida, a técnica é feita por uma api que eles estão desenvolvendo que é usada logo antes da imagem ser enviada para tela, como se fosse um efeito de pós-processamento.
O que me ocorreu é.. e a Sony não poderia usar essa técnica em todos os jogos de PS4? Ou liberando a API para as devs que quiserem usar?
jogos de 30 rodando como se estivessem a 60 fps? Isso praticamente garantiria games com foco em gráficos, mas rodando com altos framerates.
"There are two uses for it. One is to fill in the frames if you go from 60 to 120 - you need to fill in the middle frame," explains Richard Marks. "And the other one... well, even if you're rendering at the full 120, you can get the most recent data and use that on the latest frame."
http://www.eurogamer.net/articles/digitalfoundry-2015-project-morpheus-tech-interview
"Yeah, our native 120 demo from Japan Studio runs like that," adds Shuhei Yoshida. "The programmer who did it explained to me that's good to have reprojection all the time, even if you're running at native 120. Sometimes a frame will be dropped, but using reprojection it's still very smooth, and it's always taking the latest data."
The AR bots from augmented reality title The Playroom return in this native 120Hz Morpheus demo. The controller is mapped into the virtual world, making for an intriguing mixture of both AR and VR elements - an approach we didn't see in any of the other VR demos at GDC 2015.
But how demanding on system resources is the reprojection technology itself? Does the need to drive 120Hz impact on system resources?
"It's very short. It's done in the system software we have, a version that just does it for you. It runs right at the very end, just before the frame is going to be displayed. It interrupts the GPU and does this little bit of work. I don't know the exact timing of it, but it's very small. The impact of adding that in is not something that our people are worried about."
"The programmer who did the Japan Studio game said that this system doesn't take much power away from the game. He said it's easy," says Yoshida. "By the way, you've been counting frames for many years. Did you notice the difference between the native 120 demo and the others?"
I reply that 60Hz content has a very slight ghosting effect to it that I didn't see on the 120Hz demo. I explain it's a trade I'm happy to make if it means we get VR titles as visually rich as the London Heist.
"Another thing with the 120 is that it's easy to go to 60 for the television set to display the social screen," says Marks.