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Furthermore we converted almost all of our textures to use BC7 texture compression to conserve memory bandwidth now that our toolchain has support for that, post-Alienation. Also, we are now using async compute extensively for particle effects and lighting to keep the GPU busy at all times.
RESOGUN PS4 PRO
"First things first, our voxel rendering was speed-limited by PS4's triangle throughput, and Pro has twice the oomph for that.
RESOGUN PS4 FULL
"Checkerboard rendering drops to 2x the pixels, but that is of course not the whole truth - 4K and HDR both require additional post-processing which must be done in full 4K so all in all we had around 1.5ms less to work with," Seppo Halonen explains. Analysis reveals a seemingly native 4K presentation, but it turns out to be one of the best checkerboard implementations seen on Pro. We play Resogun on PS4 and PS4 Pro simultaneously using the same controller. Even the end-of-level apocalypse effects - which do see the frame-rate drop beneath 60fps - reveal identical performance on both PS4 consoles. The maths didn't add up, and even with the revelation that the developer is using a checkerboard solution, the identical performance we see is still quite an achievement. Based on the incorrect assumption that it Resogun was resolving a native presentation, Housemarque had somehow delivered the same performance with 4x the pixel count on a machine that is 'only' around twice as fast as the standard PS4.
RESOGUN PS4 PATCH
One of the reasons we approached Housemarque about the PS4 Pro patch for Resogun is simply because the results we were seeing here were so good that we had to find out just how they managed to do it. On top of this, there is our ultimate post-processing pass that is done at full 4K that processes enemy outlines and chroma split and a little bit extra on top of that, giving the game that final look." "It was the second approach we tried and everything seemed to run fine with it so there was no need to try anything more after that. We used PS4 Pro's checkerboard rendering," explains Housemarque's engine architect, Seppo Halonen. "If by native 4K you mean 3840x2160 frame buffer - yes, that is the case. Housemarque uses a blend of techniques to deliver an ultra HD framebuffer that looks as good as the real thing - and the precision of it certainly had us convinced that it was the real thing. It also scores big points in delivering what pixel-counts and extreme screenshot zooms seem to confirm as a native 4K presentation. Essentially, it delivers the full promise of the Pro hardware where so many titles have come up just a little short. It's the same Resogun gameplay we've loved since launch, but beautifully retooled for the new generation of ultra HD displays. Developer Housemarque has delivered a brilliant 4K presentation and vibrant HDR, while retaining a locked 60fps during gameplay. If you own a PlayStation 4 Pro console and you've not added Resogun to your collection, you're missing out on one of the best showcase titles available for the system.
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