Killzone: Shadow Fall Resolution Issues Addressed By Guerilla Games

By   /   Mar 6, 2014

We recently highlighted matters regarding the Killzone: Shadow Fall resolution and how Guerilla Games apparently misquoted that the game runs on 1080p while its multiplayer wasn’t 1080p native. Now, the developer has decided to come up and give clarification on the matter.

Killzone’s official website now has a Q&A session regarding the game and its resolution. It states that Killzone: Shadow Fall single and multiplayer both run at unscaled 1080p with ‘up to 60 FPS’. However it goes on to say about the multiplayer that:

“[They] use a technique called “temporal reprojection,” which combines pixels and motion vectors from multiple lower-resolution frames to reconstruct a full 1080p image. If native means that every part of the pipeline is 1080p then this technique is not native.

Games often employ different resolutions in different parts of their rendering pipeline. Most games render particles and ambient occlusion at a lower resolution, while some games even do all lighting at a lower resolution. This is generally still called native 1080p. The technique used in Killzone: Shadow Fall goes further and reconstructs half of the pixels from past frames.”

They also stated in the post that the terminology they used might have been too vague to explain what exactly was going on and that they will try to be clear about it in the future.

In pretty technical language, they also explained how ‘temporal reporjection’ differs from ‘up-scaling.’ Up-scaling is when new pixels are added by stretching an image which makes it a little blur while temporal reprojection keeps a track of the pixels’ positions and mix them with newly generated pixels; as a result a higher resolution absed new frame is formed.

You might want to read up on the details from the original post yourself – that is if you are interested in what has been going on about the Killzone: Shadow Fall resolution.

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