I doubt it's going anywhere, just like Dynamic resolution.Does it need a standardized term when we're probably only going to need to worry about it for another year or two?
(Next up, 2160d for dynamic resolution?)
I doubt it's going anywhere, just like Dynamic resolution.Does it need a standardized term when we're probably only going to need to worry about it for another year or two?
CIVIL, SCIENTIFIC AND PRESERVATION DISCUSSION ONLY (with light comedy). No console war BS.
Checkerboard rendering (or interpolation) has become so common that it's ignorant to not call it by it's name. Marketing and companies get away with called checkerboard rendering "4K", when it's really "2x1080p".
With such wide use of the rendering technique, it's time to stop fooling ourselves: we need an acronym for 4K Checkboard Rendering as a whole. This includes common resolutions that come real close to checkerboard rendering, but not product that is deliberately a weird resolution (Like Halo: MCC 1080pr).
Few suggestions:
- 2160i (aka 4Ki) - i for interlaced. Consistent with 720i/1080i
- 2160c (aka 4Kc) - c for checkerboard
- 2x1080p - Call it what it is: 2 x 1080p
- 2160p (aka 4K) - Fuck it, 4K is 2160p to me, damnit!
- f4Ke (aka FauxK) - By popular demand.
Simplest explanation:Can anyone please explain to me the difference between interlaced and progressive in a simple way? I tried to understand the difference from the day both appeared but I never grasped it. I thought that interlaced system disappeared the moment the newer LCD and LED flat TVs appeared meaning around 10 years ago.
Nobody forced you to click on the thread.i know forum is supposed for us to discuss about stuff but.............is this really a topic worthy of discussion?
Simplest explanation:
Interlaced interchanges between odd and even frames every 1/60th of a second. It's so fast that you cannot see it.
Oh no, it's not. I added a picture in my post. I think it's 1/2 of that of 1080p displayed as faux 1080p. It displays less frames but your eyes think you're seeing more.Huh. So it means interlaced is better than progressive? I always thought progressive was the better option.
Can anyone please explain to me the difference between interlaced and progressive in a simple way? I tried to understand the difference from the day both appeared but I never grasped it. I thought that interlaced system disappeared the moment the newer LCD and LED flat TVs appeared meaning around 10 years ago.
An interlaced output at 60Hz is certainly not "so fast that you cannot see it". But unless you are using a CRT display, or playing Castlevania Requiem with the interlacing option enabled, you're unlikely to see it these days.Simplest explanation:
Interlaced interchanges between odd and even frames every 1/60th of a second. It's so fast that you cannot see it.
Progressive is better than interlaced because it can transmit 60 full frames per second.Huh. So it means interlaced is better than progressive? I always thought progressive was the better option.
So 900p games on base Xbox One are 1080p, "not native, but 1080p" then
Yeah, 2160i has the highest consumer power to say "eww" and instantly realize if it's better or worse than 2160p.
CIVIL, SCIENTIFIC AND PRESERVATION DISCUSSION ONLY (with light comedy). No console war BS.
Oh no, it's not. I added a picture in my post. I think it's 1/2 of that of 1080p displayed as faux 1080p. It displays less frames but your eyes think you're seeing more.
Progressive means all lines from the current frame are shown at once, a "solid" image refreshed as frequently as the framerate. Interlaced means that every other field is updated at a different rate from the newest image, and it generally means using those lines from the previous frame (which is how it worked in traditional video).
I'd say the most important thing people are noting if they say an image is interlaced, is that in motion, you'll see artifacting from where the different fields don't quite match up. A still scene in interlaced video is mostly indistinguishable from a progressive image, but if you pan the camera or have an object moving quickly, you'll see the alternating fields show up.
2160c works. Alternatively, 2160r could be used to signify that it is reconstructed, as that may not always be checkerboarding; e.g. NVIDIA DLSS.
An interlaced output at 60Hz is certainly not "so fast that you cannot see it". But unless you are using a CRT display, or playing Castlevania Requiem with the interlacing option enabled, you're unlikely to see it these days.
You may be confusing an interlaced output with an interlaced source that has been deinterlaced.
For example, 1080i60 can be deinterlaced to 1080p30, 1080p24, or 540p60.
Progressive is better than interlaced because it can transmit 60 full frames per second.
Interlacing can be used to display 30 full resolution frames per second, or 60 half resolution frames per second.
Yes. But 1080i at 60hz deinterlaces to 1080p at 30fps, that's my point. This is how broadcast HDTV works - although it's transmitting in 1080i, filmic content ends up displaying at a full 1080p on your TV as it deinterlaces the alternate 60hz frames to assemble a full, native 1080p 30hz output.I'm not sure this is accurate. We're conflating TV formats and rendering resolutions. How are you getting the 1080i (or whatever interlaced resolution) image? Are you rendering 1080p, then simply outputting alternating fields? Or are you rendering each field of 540 lines independently, in which case you'll reduce rendering time but introduce more artifacts.
Checkerboarding is more than just rendering alternate pixels every other frame. There are algorithms (not simply interpolation, though that is one aspect of it) used to determine the in-between pixels before you have finished creating a rendered image, so you are actually creating a full image every frame (whether that is 30 or 60). In some cases, static elements would actually end up being equivalent to a native 4k image, while moving elements will have some level of artifacting that varies depending on many factors.
Yes. But 1080i at 60hz deinterlaces to 1080p at 30fps, that's my point. This is how broadcast HDTV works - although it's transmitting in 1080i, filmic content ends up displaying at a full 1080p on your TV as it deinterlaces the alternate 60hz frames to assemble a full, native 1080p 30hz output.
A 2160i 60hz resolution can obviously provide a perfect and native 2160p at 30fps via deinterlacing, without artefacts. Which is obviously better than checkerboard. So 2160i is not suitable terminology.
See "Progressive Source Material" in this deinterlacing wiki: https://en.m.wikipedia.org/wiki/Deinterlacing
2K is 1/4 the resolution of 4K.
Do you mean... can't stop you?
Damn you were fast.
Indeed, 4Kinda is funnier than f4Ke.
Where did you get this image? Did you make it yourself? Whatever the source, it's going to cause a lot of confusion. Representing the sparse newly-sampled buffer of a CBR game as "2x1080p" is already misleading, because it implies both non-sparse rendering and a particular aspect ratio. (CBR requires neither for its MRTs.) Furthermore, your bald assertion that 3840x2160 is "really '2x1080'" is completely false. It doesn't even match the image you posted, because it ignores the "with checkerboard interpolation" part of the process. And finally, there are multiple methods of interpolation, and not specifying how CBR usually differs from the standard types obscures information. (To my eyes, this image actually looks more like a bilinear or bicubic interpolation than CBR usually does, but even if results sometimes are the same they definitely aren't always.)
Checkerboard rendering (or interpolation) has become so common that it's ignorant to not call it by it's name. Marketing and companies get away with called checkerboard rendering "4K", when it's really "2x1080p".
Why? They're different approaches, and when examined on a granular level can have wildly divergent technical implementations. That you can sum them up with vague language that encompasses both just indicates the coarseness of your definition. Yes, at a certain (high) level of abstraction CBR and upscaling have affinities. But note that the connecting trait "A render process that creates unique values for each display pixel" also subsumes native 4K images. You agree that, if we pay attention to detail, native rendering is distinguishable from CBR and upscaling. My point is that the same attention to detail also easily distinguishes CBR from upscaling. The only way to unite them is to use terminology that also fails to exclude other methods of rendering.I think anyone insisting a checkerboard image is the same as actual 4K due to it creating "unique pixels" would necessarily need to feel the same way about a bicubic upscale....
I agree, with one very small caveat (in detail below).The problem with that is the "i" signifier has an existing meaning, so that might be confusing in a different direction. If a checkerboarding method is in play, I'd think the ideal is 2160c, and noting the "internal" resolution. That way you know roughly what to expect from clarity, and also the output method.
Nvidia's AI upscaling is barely different from current temporal reconstruction. It has both advantages and disadvantages, both of which wash out the longer and more varied your game gets. CBR can be distinguished from native with the naked eye, but not in every situation. Going from stills to video makes it harder to tell apart; going from closeup to viewing difference makes it harder. And if even then they can sometimes be differentiated, sometimes they cannot. There are some scenarios in some games where they are literally indistinguishable.I can see the case for Nvidia's AI upscaling, because that one truly delivers a really close image, but CB isn't there yet. It's an improvement to 1080p upscaled, but not something that you feel like: ok, I can't see the difference from a native image with a naked eye.
No, 1440p can't be used as a source for CBR. It's more than half the final number of pixels for 2160c. It can be used as a source for other temporal reconstruction methods, though.
The Xbox One platform also has reconstructed games, for all models.
I've taken to using 2160t for other temporal techniques. (If a same-frame solution is ever implemented, it could be 2160u or 2160r, depending.) Technically, CBR is a subset of that class, but I think it's distinct enough in implementation and in drawbacks that it still deserves a unique tag.I always like the c addendum. But not all reconstruction uses a checkerboard pattern - so, it is not perfect.
CBR specifically may fade away. But reconstruction techniques will be around for many years, most like. The same way that the "fake" approximation ambient occlusion has stuck around, and is only gradually being replaced.Does it need a standardized term when we're probably only going to need to worry about it for another year or two?
You're right. I decided to replace it.