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walkingdog
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加入日期: Dec 2002
文章: 3,258
由於開Temporal Filtering效能會三級跳,小弟把NV GUIDE所提簡單翻一下,
這是Ubisoft自己的技術,和NV沒有關係,彩虹六已經用過,現在是改良版,
底下會提到其優缺點...


Temporal Filtering

If you're interested in graphics technology, you've probably heard a lot of talk about "checkerboard rendering" in relation to the PlayStation 4 Pro in recent weeks. This new, upgraded PlayStation 4 is promoted as being capable of 4K graphics, and given a lower-fidelity game it most certainly is. In high-fidelity games, however, it has to use a clever workaround called "checkerboard rendering" to achieve a higher-resolution image without tanking the framerate.

如果你對圖形技術感興趣,最近幾個禮拜應該有聽說不少有關PS4 PRO的”棋盤
渲染”這東西。這個新的PS4升級版在泰半情況下能夠處理4K圖像,因為採用
較低保真度的關係。在比較高保真度的遊戲中,就必需使用一個權宜的做法叫做
”棋盤渲染”來達到較高的解析度,而不會對效能有太大衝擊。


In simplified terms, checkerboard rendering upscales the resolution from 1920x1080 to 3840x2160, and uses data from the previous frame to create new detailed pixels that fill in the blanks between the pixels that were upscaled, avoiding the blurriness that would otherwise occur. The result is then further improved with other techniques, and smoothed out with anti-aliasing.

簡言之,棋盤渲染將解析度從1080P提升到2160P,並使用前一個頁框的資料來填補新頁框中因為解析提高所產生的資料空白處,這樣做可避免模糊產生。最後輸出結果仍然要靠一些技術來改善與AA技術來平滑。


This same principle was already achieved in a similar fashion in last year's Rainbow Six Siege, which introduced us to what Ubisoft calls "Temporal Filtering" (page 45-65). That first-take on the idea rendered the same number of depth samples as a full-resolution 1920x1080 picture, but only half the shaded samples, improving performance at the expense of image quality. This manifested as a reduction in the quality and visibility of Ambient Occlusion shadowing, increased shader aliasing, decreased lighting and shading fidelity, and a loss of fidelity on smaller game elements, such as leaves, grass, visual effects and minute pieces of geometry.

去年的彩虹六已經用過此技術,Ubisoft稱之"Temporal Filtering"(45~65頁)。
這技術先渲染和1080P同樣的depth samples,但只有一半的shaded samples,
如此可提升效能,代價是尚失部份圖像品質。這種做法會導致以下缺失:
●reduction in the quality and visibility of Ambient Occlusion shadowing
●increased shader aliasing
●decreased lighting and shading fidelity
●a loss of fidelity on smaller game elements, such as leaves, grass, visual effects and minute pieces of geometry.


In the year since Ubisoft has greatly improved their implementation of the technique, avoiding almost all of the previously-observed pitfalls. Such is the level of improvement, in fact, and the performance of the game with Temporal Filtering enabled, you can increase the resolution from 1920x1080 to 2560x1440 whilst simultaneously benefiting from a faster framerate and improved image quality. Take a look for yourself in our interactive comparisons below.

近一年來Ubi已大大改善此技術之應用,幾乎已避免所有可能產生的缺失。
這就是進步,事實上,當Temporal Filtering開啟時,將解析從1080P提升到1440P,
仍能同時保有流暢的FPS與高品質的畫面,可參考下面之比較。



小弟使用心得,僅供參考,合不合口味要自己試才知

1.效能激增,GTX1080可以4K ULTRA順跑
2.更銳利,要降低一些銳利度
3.可感覺出差異,關掉後會有一種比較紮實的感覺,但開啟也感覺很OK
4.利多於弊,好東西
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舊 2016-12-01, 01:15 PM #43
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