

#1080p death stranding images pro
In the video on this page, you'll see detailed comparisons of how Death Stranding's checkerboarding on PS4 Pro stands up against DLSS on PC and it's fascinating to see what is effectively a state of the art current generation reconstruction technique and how it compares to a next-gen equivalent. By running everything else in the GPU pipeline at much lower resolutions, the cost of processing DLSS is more than offset - to the point where mildly overclocking the RTX 2060 allows Death Stranding to deliver 4K gaming at 60fps. In both cases, that's much lower than PS4 Pro's 1920x2160 core resolution. Meanwhile, the quality mode delivers better-than-native results from a 1440p base image.
#1080p death stranding images 1080p
DLSS in Death Stranding comes in two flavours: the performance mode achieves 4K quality from just a 1080p internal resolution. However, the core advantage is that the base resolution is so much lower. That's heavy, especially if you're targeting 60fps where the entire frame rendering budget is just 16.7ms. The weakest capable GPU is the RTX 2060 (still significantly more powerful than the Pro) and DLSS has an overhead in excess of 2.5ms on this card.

However, the hardware comparison is obviously lopsided. On an RTX 2080 Ti at 4K, DLSS completes in around 1.5ms - meaning it's faster than checkerboarding on PS4 Pro. Watch on YouTube An in-depth look at how Nvidia's DLSS 2.0 improves in most respects over PS4 Pro's checkerboarding. So while DLSS has fewer base pixels to work from, it has access a vast amount of compute power to help the reconstruction process. How all of this information is used to create the upscaled image is decided upon by an AI program running on the GPU, accelerated by the tensor cores in an RTX GPU. As a part of these frames from the past, motion vectors from those frames for every object and pixel on screen are integral for DLSS working properly. Rather, it works more like accumulation temporal anti-aliasing, where multiple frames from the past are queued up and information from these frames is used to smooth lines and add detail into an image - but instead of adding detail to an image of the same resolution as TAA does, it generates a much higher output resolution instead. These is no checkerboard, no pixel-sized holes to fill. According to presentations from Guerrilla, of the engine's 33.3ms per-frame render budget, 1.8ms is spent on the checkerboard resolve.Īlthough it upsamples from a much lower resolution, DLSS works differently. By combining these results over time in a specialised way similar to the game's TAA and a very unique pass of FXAA, a 4K pixel grid is resolved and the perception of much higher resolution is achieved. Importantly, Decima does not sample a pixel from its centre, but from its corners over two frames. Base resolution is 1920x2160 in a checkerboard configuration, with 'missing pixels' interpolated from the previous frame. Curiously, it does not use PS4 Pro's bespoke checkerboarding hardware. Meanwhile, on PC, we see a 'next-gen' image reconstruction technique - Nvidia's DLSS - which delivers image quality better than native resolution rendering.Ĭheckerboard rendering as found in Death Stranding is non-standard and it's the result of months of intensive work by Guerrilla Games during the production of Horizon Zero Dawn. On PS4 Pro, it features one of the best checkerboarding implementations we've seen. The idea here is remarkably simple: in the age of the 4K display, why expend so much GPU power in painting 8.3m pixels per frame when instead, processing power can be directed at higher quality pixels instead, interpolated up to an ultra HD output? Numerous techniques have been trialled, but Kojima Productions' Death Stranding is an interesting example. The concept of native resolution is becoming less and less relevant in the modern era of games and instead, image reconstruction techniques are coming to the fore.
