Sony Upscaling Patent - Introducing DF InDirect

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Digital Foundry

Digital Foundry

Күн бұрын

We've just launched a new supporter-only show over on our Patreon. It's called Digital Foundry InDirect and it tackles a range of questions from our backers that we either didn't have time for on the main DF Direct, or - as is the case here - needs a bit more research before we answer. And here's a sampler of the show, talking about a new Sony upscaling patent. Could this be applicable to PlayStation 5 Pro?
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00:00 Introduction
01:33 Sony Upscaling Patent Discussion

Пікірлер: 647
@Withing_
@Withing_ 3 ай бұрын
(Referring to DF Indirect) - "possibly more laughs" I'm glad you left room for the chance of there being no laughs
@KrazzeeKane
@KrazzeeKane 3 ай бұрын
As the Germans say, "This is comedy. It's no laughing matter."
@jonathangarmuth8975
@jonathangarmuth8975 3 ай бұрын
I also judge the quality of a hole and then use one of two techniques to fill it.
@kieran.grant_
@kieran.grant_ 3 ай бұрын
Ha!
@stefanschuchardt5734
@stefanschuchardt5734 3 ай бұрын
Holefilling Vol. 5
@RazielAU
@RazielAU 3 ай бұрын
Fun fact, the reason why we use a checkerboard pattern is because you can derive a much better pixel in situations where you're unable to reuse a pixel from the previous frame (around 90% of pixels are reusable from the previous frame, but you will run into situations where you can't reuse a pixel as the pixel you want simply isn't available). Since you have all 4 surrounding pixels actually rendered, you can simply average those 4 pixels to get something fairly believable out of it. And of course in the next frame you will actually render that missing pixel as you alternate the pixels being rendered from frame to frame. So every 2 frames you render to every pixel on the screen, so usually any issues are resolved in the next frame.
@LordVarkson
@LordVarkson 3 ай бұрын
Damn, so it's like a modern version of deinterlacing.
@DigitalJedi
@DigitalJedi 3 ай бұрын
Checkerboarding is kinda genius in its simplicity that way. It's very forgiving but still open to be added on top of.
@RazielAU
@RazielAU 3 ай бұрын
@@DigitalJedi Indeed, from frame to frame, pixels generally don't drastically change colour, they usually just move around, so the basic principal of CBR is to render only half the pixels, and reuse the other half from the previous frame by tracking how those pixels have moved since the previous frame (which is done with motion vectors which is already used for a bunch of other effects as well). More often than not, you can reuse the pixels you rendered in the previous frame (generally over 90% of pixels can be reused). And if something is wrong, for example, a street light changing colours, it would only be wrong for a single frame, as the very next frame you'd render to the alternate set of pixels which would fix the issue.
@marklarz4399
@marklarz4399 3 ай бұрын
Finally, 8K resolution on consoles... upscaled from 720p
@tupadre6433
@tupadre6433 3 ай бұрын
If you couldnt't tell the difference, would it matter?
@tapsofosiris3110
@tapsofosiris3110 3 ай бұрын
@@tupadre6433 You're gonna tell the difference. It's not gonna be better than DLSS and you can def tell when DLSS is upscaling from 720P.
@WayStedYou
@WayStedYou 3 ай бұрын
@@tapsofosiris3110why would it not be better than one that works specifically for Ps5 games that only run on their hardware so they can fine tune it?
@tupadre6433
@tupadre6433 3 ай бұрын
@@tapsofosiris3110 But what if?
@dannyboots
@dannyboots 3 ай бұрын
Sounds like AI
@ChaosAngelZero
@ChaosAngelZero 3 ай бұрын
I love how we evolved from analog interlaced video to progressive video, and now we're regressing to what's essentially digital interlaced video...
@optimusuk
@optimusuk 3 ай бұрын
240p analog was progressive
@Ustaleone
@Ustaleone 3 ай бұрын
​@@optimusuk he's referring to 480i as you know which was pretty prevalent.
@flintfrommother3gaming
@flintfrommother3gaming 3 ай бұрын
To be honest, I like interlaced video. Not just nostalgia or something like that, because it actually sometimes fits the content better like horror movies and games etc. when done well.
@optimusuk
@optimusuk 3 ай бұрын
@@Ustaleone obviously..
@videogameobsession
@videogameobsession 3 ай бұрын
@@flintfrommother3gamingSure, on an analog video format (CRT), but you certainly don’t want interlacing artifacts on a modern display (LCD, OLED)!
@PTDarkSonic
@PTDarkSonic 3 ай бұрын
Dont know what alex did to his microphone but the annoying noise is finally gone
@LeesChannel
@LeesChannel 3 ай бұрын
He hit mute 😂
@SeloCGN
@SeloCGN 3 ай бұрын
Power of AI. Man put DLSS on his Microphone
@starbez
@starbez 3 ай бұрын
@@SeloCGNNvidia has an software that improve mic audio with AI 😂
@Decenium
@Decenium 3 ай бұрын
I mean...RTX Voice is a thing for a while now? AMD has a similair tech....come on people keep up@@SeloCGN
@formulaic78
@formulaic78 3 ай бұрын
Never noticed anything
@Afaik777
@Afaik777 3 ай бұрын
The different size holes idea sounds a lot like foveated rendering for VR, where the edges of vision would get increasingly lower resolution. Especially fitting if you remember that it was London studio that made Blood and Truth for PSVR
@korinogaro
@korinogaro 3 ай бұрын
It sounds like size of holes refers to temporal hole, so as Alex said, how long ago was the pixel obscured. When it was less than 1 arbitrary cycle (and I assume it would be at most 1/30th of a second) than we can take average values from pixels around. When it was bigger hole, than 2 methods probably are based on material ID. When pixel has X ID and pixels around it also have X ID than use average values. When ID is different or enough pixels around have different ID than fill missing pixel with "AI". Foviated rendering can't be used without eye tracking and it is not missing pixels/have holes.
@Afaik777
@Afaik777 3 ай бұрын
@@korinogaro psvr2 has foveated rendering already though
@chettlar212
@chettlar212 3 ай бұрын
Rip London Studio
@Garfield1399
@Garfield1399 3 ай бұрын
It's neither specifically - every upscaler under the sun can be described as filling-holes (yes including AI ones). But so can image-inpainters, decompression (lossy) and many other things. This patent is throwing an umbrella across image reconstruction space as a whole - not limited to specifics of resolution, transmission loss, camera tracking, lens matching or other elements. But the underlying motivation is looking to be VR related (about 99% sure it is, given the other patents by same authors) and primary target being wireless/remote VR. The rest is basically patent speak (which is always more vague/generalised than it needs to be, casting as wide a net as possible).
@MajesticBowler
@MajesticBowler 3 ай бұрын
This looks like more generic solution there you can create own binary mask instead of single circle used by foveated. Second new feature is AI resize of low resolution buffer before merge. This will give you benefits of foveated/VRS + image reconstruction together
@weirdscix
@weirdscix 3 ай бұрын
Talking about the quality of holes with a straight face, kudos
@stefanschuchardt5734
@stefanschuchardt5734 3 ай бұрын
True professionals.
@iRknewb
@iRknewb 3 ай бұрын
I feel there was a missed opportunity to call this show DF notionally-direct
@firkinflamer8604
@firkinflamer8604 3 ай бұрын
That would've been a long name
@DuelingPeaks
@DuelingPeaks 3 ай бұрын
​@@firkinflamer8604It's not long, it's bespoke.
@gerboog
@gerboog 3 ай бұрын
lame
@MichaelLudden
@MichaelLudden 3 ай бұрын
Bring back the hardware checker boarding. The 4k quality on ps4 pro was better than the 4k on most current gen games.
@nicknickname353
@nicknickname353 3 ай бұрын
thats because the native resolution was much much higher lol
@arashnonexistent9033
@arashnonexistent9033 3 ай бұрын
FSR2 and DLSS and even TUAA are all more advanced checker boarding
@karjar5742
@karjar5742 3 ай бұрын
I get why youre putting this behind a supporter programm, it does make sense. But it sucks to have more of my favourite type of content paywalled when I really dont need more monthly expenses now
@LeesChannel
@LeesChannel 3 ай бұрын
It really goes against the idea of Patreon being there to fund the youtube videos
@dannyboots
@dannyboots 3 ай бұрын
5:05
@GameslordXY
@GameslordXY 3 ай бұрын
I imagine it Will come either Here or to DF Clips eventually. Within few days most likely. But I could be wrong.
@SF61984
@SF61984 3 ай бұрын
Don't support it. If nobody pays, the idea collapses on its ass before the first week is out.
@hollywooda111
@hollywooda111 3 ай бұрын
Then don't subscribe, but please stop moaning.
@DanXcel
@DanXcel 3 ай бұрын
A lot of hole filling in this episode!
@noobbear1119
@noobbear1119 3 ай бұрын
First the pixel peeping, then the hole filling
@ErikR68
@ErikR68 3 ай бұрын
Cone on guys, that'a a patent from October 2021. It's OLD. not new. The date is in your image at 12:26.
@jaimeTF
@jaimeTF 3 ай бұрын
Even the patents that are eventually implemented have a lot of smoke and mirrors to confuse the competition and also they are as vague as possible so in actuality it's very difficult to make out what's the patent about other than the title. I have filled up patents for a company and it always surprises me what the patent attorney makes with the draft that is provided to them 😂
@cube2fox
@cube2fox 3 ай бұрын
Yeah, they try to be as general as possible to cover at many possible implementations as they can.
@Henrik_Holst
@Henrik_Holst 3 ай бұрын
it's less to confuse the competition and more to add vague enough language so that you can catch as many possible competing algorithms to be in infringement of your patent as possible. That is where the skills of your patent attorney lies.
@tricky2917
@tricky2917 3 ай бұрын
Damn.
@bltzcstrnx
@bltzcstrnx 3 ай бұрын
​@@Henrik_Holstthat's hindering innovation. Which is the opposite of what a patent should've done.
@Henrik_Holst
@Henrik_Holst 3 ай бұрын
@@bltzcstrnx yep, but that is how every single software patent in existence is used for.
@piewithinapie
@piewithinapie 3 ай бұрын
"Holes" of different sizes are generated when performing frame generation - 3D objects obscure things behind them, and what they obscure changes as they move or the camera moves. If you want to generate a new frame where part of the background isn't visible in the input frame/s then you need to "fill holes". So I think this is likely to do with frame gen rather than checkerboarding.
@julianorozaa
@julianorozaa 3 ай бұрын
Lotsa hole filling discussion in this video
@electrikoptik
@electrikoptik 3 ай бұрын
Have you seen the holes on Uranus?
@vgnvideogameninja2930
@vgnvideogameninja2930 3 ай бұрын
@@electrikoptik You've seen it, so you can inform him.
@EVPointMaster
@EVPointMaster 3 ай бұрын
quality holes
@thoreberlin
@thoreberlin 3 ай бұрын
My theory: they describe a multi pass render. They render at f.e. at quarter resolution and then render additional pixels based on local contrast analysis.
@angelinaoloartebravo6359
@angelinaoloartebravo6359 3 ай бұрын
Can't wait to see more on this.
@williehew
@williehew 3 ай бұрын
I haven’t seen the patent, sorry, but is there a chance this is for their TVs?
@alanamarko
@alanamarko 3 ай бұрын
it's literally called PlayStation Spectral Super Resolution
@williehew
@williehew 3 ай бұрын
@@alanamarkoWe know that now, yep.
@AltCutTV
@AltCutTV 3 ай бұрын
The description make it sound a bit like focused rendering (like on VR eye tracking) for normal flat images. In example, the "holes" would be selective areas of lesser interest or detail, and scaling would be applied mainly there.
@lePoMo
@lePoMo 3 ай бұрын
hole filling with various hole sizes: can be used as a sync option to always hit e.g. 60fps. * render the frame at (somewhat) randomized pixel locations * as long as you still got time, render more * once the frame needs to ship, fill those variously sized holes (eg like this patent describes) Never drop fps ever again. And the more power you got, the better the picture (more natively rendered pixels). I am assuming a lot. And ofc, how the pixels are chosen certainly also can be done beter than at random. eg more towards center / based on prev image / where current already rendered pixels suggest a high local contrast ..
@SimonBuchanNz
@SimonBuchanNz 3 ай бұрын
Unfortunately this requires that the entire scene is first described to the rasterizer, then it spends the majority of the time filling in pixels. This isn't how PC or console renderers work, but it is how some mobile renderers work, as IIUC, they don't have the graphics memory to keep the entire output at once, so it's not impossible. There's a general drift in rendering tech back towards having this sort of persisted scene description: ray tracing requires a BVH describing the whole scene in memory at once; rendering engines are switching to GPU driven renderers, where the engine puts all the scene data in GPU memory and runs shader code that figures out what needs to be drawn and when; and Nvidia have been talking about "neural rendering" for a while, where you just feed a scene description in and a neural network generates the whole image. All of these are moving towards letting the hardware have much more flexibility in when pixels get drawn in: in fact a pure RT renderer could probably nearly pull this off now, it's close to what DLSS 3.5 Ray Reconstruction is doing.
@lePoMo
@lePoMo 3 ай бұрын
@@SimonBuchanNz thanks. When writing this, I was wondering how much this would actually gain, as in: how much of the rendering time is calculating (final) pixel values. My expectation would be "little", but the existance of screen tearing (when not using vsync) and things like checkerboard rendering had me assume it must be a sufficiently relevant portion still. i admit i don't understand what you are describing in what is the current way and what the drift tends back towards (a which is which). As (me being) a person not too familiar with the subject, i thought the old school way of rendering would have benefited a lot of this, while with the advent of deferred rendering, it would benefit less (maybe my age shows, deferred rendering isn't new anymore). Which to my understanding is lots of different steps/passes for different aspects, where the whole state needs to be known from the previous step, and hence the final pixel value just being a very late and small step. If so, bringing little value to what i wrote in my first post. I may be seriously wrong in my understanding, i clearly lack knowledge in this matter. (sorry :))
@proassassin8473
@proassassin8473 3 ай бұрын
I don’t know why they didn’t bring Super sampling from PS4 Pro over it was so good
@MatrixAlphaCWX
@MatrixAlphaCWX 3 ай бұрын
Because i noticed 90% of all these commenters only had a base PS4 or PS4 Slim. And also don't know how to properly set their tv to the correct (Sharpness Detail) and most use motion smoothing. (Puke) So they have no idea what we got to experience. PS4 Pro checkerboarding works beautiful even right now on MW3/Zombies. I see it like this, MW3 and God Of War Ragnarok Can play beautiful on the PS4 Pro, we never needed a PS5 to begin with.
@Patek.01
@Patek.01 3 ай бұрын
@@MatrixAlphaCWX Sekiro is another good one
@urmomma2688
@urmomma2688 2 ай бұрын
@@MatrixAlphaCWX 40-50 fps on GoW and 30 fps in other games? No thanks
@ocarina6908
@ocarina6908 3 ай бұрын
Dont know if i have a subscription in my budget right now, but i really liked this deep dive style and am certainly contemplating joining for it.
@aggies11
@aggies11 3 ай бұрын
Idea makes sense. Checkerboarding is a pretty rigid idea of what you don't render. Great way to save pixels, but you don't have a lot of options for reconstruction methods. If you increase the amount of "missing" pixels, into small groups, you now can have enough information inside each "hole" to maybe do something with. If the missing pixels are "simple" enough, then you can use some basic (cheap) inferencing algorithms on how to fill in the gaps or "reconstruct" the holes. For the more challenging gaps, you can use AI much like with DLSS. But rather than training the network on taking "complete" low res images and upscaling them to a higher res, you instead train it on "incomplete" high res images with holes, and getting the network to fill in the holes with (hopefully) accurate data. As long as the network is equally good (If not better) than the DLSS style complete image reconstruction, then this method has benefits as you can save on the amount of AI work (and required hardware) by only using it on the "hard" holes, which means you don't have to always AI reconstruct 50% of the pixels every time for example. I'd imagine it wont' be better than Nvidia style DLSS, as Nvidia is smart and has a lot of people working on this and so they would have likely tested this (and a variety of other) alternative methods and the one they ultimately chose for DLSS is probably the best one they found. But if it works good enough for a console, and more importantly if this software patent can "protect" their method as being a unique selling point in the console space, then they will be happy.
@omarhegab
@omarhegab 3 ай бұрын
If DLSS and Checker-boarding had a love child:
@Ayoul
@Ayoul 3 ай бұрын
Frames muddier than ever before.
@deandre1988
@deandre1988 3 ай бұрын
You spelled bastard incorrectly 😂
@arashnonexistent9033
@arashnonexistent9033 3 ай бұрын
DLSS, FSR2 and TUAA are all more advanced forms of Checker-boarding, nothing new
@shumrei
@shumrei 3 ай бұрын
Is bimonthly twice a month or once every two months?
@amzab123
@amzab123 3 ай бұрын
My hope is that this is a new way for texture streaming to work, somewhat like nanite or micropoly. You mention that it sort of looks like an image up scaling algorithm, but maybe it’s a dynamic texture resolution scaling algorithm?
@kamikazilucas
@kamikazilucas 3 ай бұрын
what i liked about cb is that though it didnt look as good as dlss the frame time usage was very minimal in comparison even with the tensor cores dlss is very heavy
@sthepaniebarcenas7155
@sthepaniebarcenas7155 3 ай бұрын
Dope pics indeed!
@WayStedYou
@WayStedYou 3 ай бұрын
So it's available in the here and now?
@andrewprice8940
@andrewprice8940 3 ай бұрын
basically
@Sam-Fisher
@Sam-Fisher 3 ай бұрын
AWESOME content
@RomboutVersluijs
@RomboutVersluijs 3 ай бұрын
The part about the holes, looks like its checking open parts in a modeo without modeling a hole.
@offspringfan89
@offspringfan89 3 ай бұрын
Too bad I'm broken financially, because I'd love to be able to support DF, I would ask so many questions lol. That said, thanks a lot to all the supporters who make DF viable.
@matthewsmith3817
@matthewsmith3817 3 ай бұрын
Get two or three more jobs already! In seriousness, there is no point in asking them questions when all the answers are freely available elsewhere.
@offspringfan89
@offspringfan89 3 ай бұрын
@@matthewsmith3817 Haha, I wish I had the time and health for two more jobs, but each day I have less and less of both 😂. And I don't want to have answers for my questions exactly, but to know the opinions of DF members. Even if I don't always agree with it, their insight is something I highly value.
@gameindustryinsider6450
@gameindustryinsider6450 3 ай бұрын
I think it will be inspired by edge finding and treatment from AA technologies. Initially the rendered pixels are most edge or near edge areas a long with a pattern of colour and material samples from surfaces with normal near or within the camera frustum. This the method could use a lot less than 50% percent of the final amount of pixels to create the full image. The different holes would be filled out as described and I think the word “nature” pertains to material, normal and motion vector.
@metaxaos
@metaxaos 3 ай бұрын
Wait, how old is this podcast? It's an old patent describing PS VR2 reconstruction technique, not a DLSS analog.
@splashmaker2
@splashmaker2 3 ай бұрын
This seems like it could be used with frame gen/reprojection because that a reprojected image would have holes that need to be filled.
@El.Duder-ino
@El.Duder-ino 3 ай бұрын
Frame generation and res upscaling techniques r clearly the future not just on consoles but on PC/Mac as well because everybody wants quality high res images running at least 60 fps. Nvidia will be definitely investing tons of money in that with the RT so their GPU cores logic can run them even more efficiently and faster.
@OrjonZ
@OrjonZ 3 ай бұрын
Is this for PS5 Pro or Next gen or is it something as a steppingstone for next-gen.
@rizzo-films
@rizzo-films 3 ай бұрын
It’s presumably for the PS5 Pro, though Alex does say that the existence of a patent doesn’t guarantee that it will actually become a product. Also Oliver says it could be a competition strategy for other console companies monitoring their proprietary tech, and then Alex points out that it doesn’t necessarily have to be for gaming technology either. Sony has other products that use upscaling tech. Nice bit of inside info, though.
@GearsSoldier09
@GearsSoldier09 3 ай бұрын
Doesn't RDNA3 have ML/AI cores or are these ML/AI cores drastically different to Tensor/XMX cores and not capable of upscaling in the same way?
@eugkra33
@eugkra33 3 ай бұрын
4k checkerboard still uses more pixels than native 1440p. Or 4k with FSR set to Quality. So it'll use more pixels, be more demanding and give you less FPS than a FSR2 Quality at 4k. This better be one hell of a good looking image to be worth the performance cost vs FSR2_Q
@Ward413
@Ward413 3 ай бұрын
I’ve always wanted you guys to take a look at the current supersampling on PS5 because several unpatched PS4 games come out looking absolutely terrible on a 4K screen on the PS5, even if I force 1080p. They look worse than they ever did on my PS4 Pro using the same monitor/TV. Specific PS4 games like Mad Max, Arkham Knight, Watch Dogs, Alien: Isolation, and a few others I forget become a jaggy blurry mess. I wanted you guys to cover it because I played the same games on Series X on the same 4K TV and they didn’t have the same issue. Mad Max, Alien: Isolation, and Watch Dog all look much better on my Series X than on my PS5, again using the same exact TV. I know those games have FPS Boost on Series consoles but AFAIK that doesn’t effect resolution/supersampling. So I just thought it might be an interesting video to compare how the Series X handles supersampling vs the PS5, specifically for unpatched games from last gen. I never tested Arkham Knight on my Series X since it would just use the 900p resolution from the base Xbox One but I just tried Arkham Knight again on my PS5 hoping it would look better after the recent updates (Battinsom suit patch) and it still looks awful. The image is so jaggy it’s insane. The low anisotropic filtering probably doesn’t help either.
@PookaBot
@PookaBot 3 ай бұрын
Hiw did you guys say "hole filling" so many times without laughing 😂
@AimingAtYou
@AimingAtYou 3 ай бұрын
I hope it will work well. Can't be worse than FSR. But I'm staying optimistically skeptical..
@user-uy1vj2wm9x
@user-uy1vj2wm9x 3 ай бұрын
the size of the holes would change depending on resolution, smaller resolutions produce bigger holes
@PARANDROID
@PARANDROID 2 ай бұрын
Alex LITERALLY almost looks liek he`s about to cry :D Hilarious
@alal-ji7ph
@alal-ji7ph 3 ай бұрын
If ps5 pro can.t deliver 4k 60 fps it will be usless from start.
@urmomma2688
@urmomma2688 2 ай бұрын
It will probably depend on the game, as always. A 4k 30fps game on ps5 will definitely not be 60 on the pro though
@jwiggins1112
@jwiggins1112 3 ай бұрын
Oliemack is given me The Baron from Dune Vibes 😳
@RoelBartstra
@RoelBartstra 3 ай бұрын
Rather than being checkerboard, maybe it be more like Variable Rate Shading, but it uses the previous frame to determine where it can skip rendering entirely and leaves holes of 1x1 or 2x2 or maybe also 1x2 or 2x1 pixels. So maybe the game engine has to render a pre-pass of depth and velocity, passes it into their proprietary system at which point it will determine which pixels to completely skip during rendering because they will reconstruct it. Not sure if that is feasible though...
@aiden6732
@aiden6732 3 ай бұрын
AMD is able to make dedicated AI accelerator now I suppose? As their laptop APUs and some new desktop ones have Ryzen AI, it would be just a matter of decision making to have them come to RDNA cards? (and some software engineering to the driver)
@Mesjach
@Mesjach 3 ай бұрын
Never thought I'll listen to you guys talking about the quality and size of a hole...
@satysin630
@satysin630 3 ай бұрын
PSSR gonna be a nice new feature that shines on the PS5 Pro at the end of the year 👍
@SillyOrb
@SillyOrb 3 ай бұрын
The hole filling sounds a bit like what some stochastic raytracers (and splat renderers) do. When you have too few rays per frame to do enough rays per pixel, you spread them across (the most important) parts of the space and fill the holes to get a coherent shape. There are older papers out there about this from the last two decades. That said, I don't know if this really applies here, as I haven't read Sony's patent. It would make sense to investigate it for limited RTRT machines like the PS5 and anything beyond. It's a bit like a denoiser, but not quite. Stochastic rendering can produce irregular multi-pixel holds, which is very different from checkerboarding. Mixed resolution / foveated rendering also comes to mind, that might result in variable size holes, if combined with checkerboarding, as a speculative idea. Actually, if they wanted to reconstruct a stereoscopic image pair for VR from a single image with depth, then they might use this to fill occluded holes with this. It sure seems like the most plausible explanation to me right now.
@ricepony33
@ricepony33 3 ай бұрын
So… the area where the player is focused looks the best and the rest is scarified but good enough.
@Zenzuu
@Zenzuu 3 ай бұрын
Not sure why people are laughing and doubting Sony’s solution. Mark Cenry did great with PS4 Pro checker boarding techniques. I’m sure he’s come up with a great solution for PS5 Pro.
@techsamurai11
@techsamurai11 3 ай бұрын
Interesting - judging from the PS4 Pro and X1X comparisons, checkerboarding looked softer compared to native 4k. DLSS looks close to 4k and in some cases better so there must be something missing. The rumor is that they are adding 120 AI cores to PS5 Pro. Not sure why they would take the checkerboarding route because they can just upscale with AI acceleration but perhaps it's better to use previous data at higher res with alternating pixels to generate a more complete native image since 720p is lacking a lot of data whereas 1080p interlaced with another 1080p interlaced image offset by a pixel is almost a complete 1080p image and then you can upscale to 6k, not just 4k with the same performance hit. One thing is clear - FSR isn't cutting it largely due to developers abusing it. AI acceleration is no longer an option for AMD or Intel - they all need to get into AI to survive financially unless they want valuations of 5% compared to Nvidia which will make them acquisition targets. Not only that but a 7900XTX cannot be using FSR next to a 4080 with DLSS and selling for $800-$1,000. It's unacceptable. I do wonder what Microsoft is up to. I suspect they will go for higher hardware specs as opposed to image recontstruction.
@AndyCardona-ec8lk
@AndyCardona-ec8lk 3 ай бұрын
Can't wait to see what other crazy upscaling tricks Sony has up their sleeve.
@MykalDreClips
@MykalDreClips 3 ай бұрын
This feels to me like a mixture of checkerboard rendering with something like Nvidias multi- res shading. The size of the holes being lower resolution or bigger holes on the outer edge of the screen with higher resolution smaller holes in the center of the screen
@erikharrison
@erikharrison 3 ай бұрын
Looking at tech patents is headache inducing, I pity everyone involved.
@Kryptix0III
@Kryptix0III 3 ай бұрын
if they are doing 8K upscaling with PSSR (PS5 Pro’s AI upscaler) then it would be from 1440p -> 8K at best.
@Djaermi
@Djaermi 3 ай бұрын
Here's a cynical theory about the patent. What if Sony is just going through all of the work left behind after they shut down the London office and laid off a bunch of staff, hoping to find things that they can patent before those workers get hired by a competitor? For all we know, it's possible they don't understand this piece of technology any more than we do, but they're still calling dibs just in case.
@Irixion
@Irixion 3 ай бұрын
Could they do something similar to what Apple does in terms of dedicated machine learning hardware?
@MrRaitzi
@MrRaitzi 3 ай бұрын
Sony has amazing upscaling in TVs. They could do that in PS5 also.
@mipha5262
@mipha5262 3 ай бұрын
It still looks amazing with PS4 pro and PS5 with low res content. It sometimes look like 4k even it is lower. So i think they are able to make great ingame upscaling as well.
@budthecyborg4575
@budthecyborg4575 3 ай бұрын
14:45 "Checkerboarding forces developers to use resolution on a fixed grid" Which is the BEST feature of Checkerboarding because we have all seen over and over by now that "variable resolution" is a pandora's box that leads to every game running at 720p.
@ReachTea
@ReachTea 3 ай бұрын
@Oliemacks lighting makes him look like a 3D render
@djtomoy
@djtomoy 3 ай бұрын
⚠️ STRICTLY FOR PROMOTIONAL PURPOSES ONLY
@techsamurai11
@techsamurai11 3 ай бұрын
DF Bespoke!
@rangersnut
@rangersnut 3 ай бұрын
Could be checkerboard 2.0 for ps5 professional
@TheFirstRealChewy
@TheFirstRealChewy 3 ай бұрын
Here's the reality. There are two methods to upscaling. The first is to make a higher resolution of the original image. They can fill in pixels and it will just look like a bigger image. This is similar to resizing a Vector image. The second is to increase the resolution and add detail where they wasn't. That requires advanced AI to intelligently create a texture. This will be much more resource intensive and would be more like what Adobe does in Photoshop.
@Sophis-od2lx
@Sophis-od2lx 3 ай бұрын
My eyes are ready.
@YirethFlores
@YirethFlores 3 ай бұрын
Digital Foundry always delivers the goods.
@danny200mph5
@danny200mph5 3 ай бұрын
Doesn't Sony already have 4k Checkerboarding from the PS4 Pro?
@vmonk722
@vmonk722 3 ай бұрын
Probably not what was meant, but a mental model to understand what the base idea of this could have come from, especially since it looks like it came from their now closed VR studio: Imagine what combining foveated rendering with checkerboard rendering would look like in the raw, unprocessed buffer. Let's say the highest res part is native res (4k p), surrounding that a checkerboard of native res pixels (4k "interlaced"), surrounding that a quarter res checkerboard (1080 "interlaced") or a 9th res checkerboard (720 "interlaced"). That would explain the variable size "holes", just as a result of combing different checkerboarded resolutions into one image. Now separate the res choice from the players gaze as that data isn't available outside PSVR2, you could still have different importance of resolution for different parts of the image, for example per material, per contrast, motion vectors etc. Then you have this jumbled mess of different res parts with different sized "holes" all over the place - which could and probably _will_ also change from frame to frame as things move, new materials enter the image while others exit. You can't really do that without a final scaler step that takes in all that mess and constructs a coherent image from it. You also can't expect one of the now common scaling solutions to *just* *work* with that kind of input. Can imagine this breaking down horribly in some cases and cost a lot more than what you save in the lower res parts. But if it works as intended, it could give enough breathing room for a HW to punch well above its weight. TLDR Variable rate shading round 2 Sony Special Sauce edition.
@thorocomments817
@thorocomments817 3 ай бұрын
This is a great explanation and I STILL don’t “get” it 😂
@bulletpunch9317
@bulletpunch9317 3 ай бұрын
Yea sure
@abhi4154
@abhi4154 3 ай бұрын
we are gonna see a lot of flickering/upscaled next gen games until the technology is properly implemented
@thingsiplay
@thingsiplay 3 ай бұрын
I wish DF InDirect was about Indie games. The name punch is just too good.
@jeffmills5837
@jeffmills5837 3 ай бұрын
There is actually one 8k game on the PS5 its the Tourist. So hey at least we have one to boast about. Its great for those 4 people with 8k TVs.
@ruijikisu
@ruijikisu 3 ай бұрын
this is quite odd to me that they would have to use two methods because of hardware limitations, considering we have rumours of even a switch 2 with DLSS (although i still dont buy that, it would be kinda uncharacteristic for nintendo to be ahead of the console market in implementing something like this, i mean were talking about the company that ships most of their games with 0 AA) surely AMD as the provider for the APUs would be happy to collaborate in the chip design to accommodate a solution that can fully upscale/fill all the holes, so really this only makes sense as a solution for hardware that is no longer in development, aka current gen
@Lofzy1
@Lofzy1 3 ай бұрын
Put a link to it somewhere how I sign up? # yamam day
@Deletistjerk
@Deletistjerk 3 ай бұрын
This could be a broadcasting technology patent. Sony files a lot of those
@regenjo
@regenjo 3 ай бұрын
Does bimonthly mean biweekly?
@kazirk8
@kazirk8 3 ай бұрын
Yes and no. I hate the term, because people don't use it consistently.
@elrahim6972
@elrahim6972 3 ай бұрын
Book mark this video so when the ps5 pro get shown we can compare
@AdlerDanEgoe
@AdlerDanEgoe 3 ай бұрын
I have a question. What tea does Richard drink and which milk, how many sugars.
@ThePsychoOne1
@ThePsychoOne1 3 ай бұрын
Lidl black tea, dehydrated milk and stevia.
@JoeStuffzAlt
@JoeStuffzAlt 3 ай бұрын
Hopefully the patent is more than Fig 2. Fig 2 sounds overly broad, like in the era of "done on a computer" patent trolling
@soraaoixxthebluesky
@soraaoixxthebluesky 3 ай бұрын
If it is using AI inferencing, can it even run on a PS5?
@JelaniSuper
@JelaniSuper 3 ай бұрын
So will gta6 be 4k60 or not
@apollosungod2819
@apollosungod2819 3 ай бұрын
PC elitists tend to criticize Sony's checkerboard solution but pop their behinds for the PC driver software workarounds... Biggest problem is that despite the Teraflop performance of consoles and PCs there is actually very LITTLE in the way of talented programmers who can actually utilize the full potential of eight threads to sixteen threads of a CPU and much less the GPUs with 20 to 35 plus Compute Units... Instead people sip the kool-aid and assume that heavily marketed 3d engines are somehow the next big thing when it never even performs right plus most of these critics don't even sit down and play on a PS4 Pro and 4K HDR tv at 50 inches or larger to be able to whine like they do. That's for the critics... also before Checkerboarding, Sony's software devs made the MLAA solution by using the CellBE CPU... stuff like that actually uses the processor hardware and doesn't just glide over it. Whatever this new patient is, it's important to Sony and given that technology patients need to be protected, there is probably not much to go on until we finally see it used in action. Also "8K"... seriously? I wonder if people on here realize the minimum tv size needed to actually "appreciate" 4K HDR... 55 inches seems big, until you play on a 65 inch... so that means that to enjoy 8K you will need a minimum of 75 to 85 inch screen plus some advanced Mini LED Full Array Local Dimming LED technology that won't develop screen burn in like OLED... That kills tons of people on here who believe their 27 inch PC monitors are somehow enough to enjoy and critique games on.
@Daniel-qv6bu
@Daniel-qv6bu 3 ай бұрын
Hope Sony wont implement a simple evolution of Farnebäck optical flow
@mipha5262
@mipha5262 3 ай бұрын
Sony is master of upscaling. On TVs it is very good... even on the PS4 Pro it is very good. I think ingame will look great as well with Sony´s experience.
@AimingAtYou
@AimingAtYou 3 ай бұрын
Really? I hate Sony's games use of checkerboard upscaling. Always blury and ghosting on everything more than 2 meters away from the character. I don't think tv-upscaling and in-engine upscaling on that level really is the same thing. But I might be wrong.
@mipha5262
@mipha5262 3 ай бұрын
I think you not understand what you talking about. That´s not upscaling... that´s a differnet thing in Sony´s processing on TVs (focsing the middle of the screen). Upscaling is crisp and makes not blurry or anything like that. Makes no sense. Has also nothing to do with ghosting.@@AimingAtYou
@saplingstudios8605
@saplingstudios8605 3 ай бұрын
Hearing Alex say "Holes" this many times made me uncomfortable.
@AniRayn
@AniRayn 3 ай бұрын
should have been "gaps" probably
@cleric670
@cleric670 3 ай бұрын
Sounds to me like it's an 8k upscaler for the next generation of Sony TV. Why make your console do all the work when the $3500 TV in the living room can handle upscaling workload as well.
@Jev55
@Jev55 3 ай бұрын
So are you guys totally done with the Digital Foundry "Directs" that are just on KZfaq?
@PjotrSve
@PjotrSve 3 ай бұрын
This does not sound like an resolution upscaling solution but more an frame generation solution. Usually with frame generation, especially in VR (think Oculus Application SpaceWarp) you get big holes in parallax movement that need to be filled in.
@larrytaylor2692
@larrytaylor2692 3 ай бұрын
upscaling is ruining games. Devs used to create entire game engines to do specifically what they needed it to do or even come up with cool ways to cheat effects but now they just create a game over budget and use upscaling and call it a day and say thats good enough.
@MrSamidare
@MrSamidare 3 ай бұрын
What, is Alex gonna cry again? 😢
@dannonyogurt98
@dannonyogurt98 3 ай бұрын
DLSS is the goat and unfortunately at this point it seems that upscaling solutions not specific to AI/machine learning proprietary hardware just can't compete. Sorry but FSR is just garbage.
@Bristalien78
@Bristalien78 3 ай бұрын
We have upscaling at home
@Bristalien78
@Bristalien78 3 ай бұрын
I stole that from Alex it was a gem just as was " it's an old code but it checks out"
@Grawbad
@Grawbad 3 ай бұрын
I feel like Microsoft is going Nvidia on their next box with dlss. I think Sony is trying to figure out their own tech instead. Microsoft said something about things need to go in a different direction next gen and they have all been on amd forever. Plus they are talking huge jumps in quality on the next console and dlss could really help with that.
@bltzcstrnx
@bltzcstrnx 3 ай бұрын
With the resources they have, they could go for custom hardware. This is what company their scale have done.
@Tsunamisurfer29
@Tsunamisurfer29 3 ай бұрын
It’s probably ambiguous by intention.
@battlecz
@battlecz 3 ай бұрын
16 minutes about holes and hole filling, nice
@pavolridrich3434
@pavolridrich3434 3 ай бұрын
I have couple ways to feel the hole as well... :D
@citizen3000
@citizen3000 3 ай бұрын
I’ve got a good technique for filling holes
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