Dev Issues Clarification On Killzone: Shadow Fall Multiplayer Controversy, Admits Its runs at “Native 960x1080p”

 Dev Issues Clarification On Killzone: Shadow Fall Multiplayer Controversy, Admits Its runs at “Native 960x1080p”

Killzone: Shadow Fall developer Guerilla Games has addressed the controversy surrounding the game’s resolution during multiplayer, promising to be more precise in future.

A blog post written by producer Poria Torkan explains that while single-player sees the game run at full 1080p, multiplayer runs at a native 960×1080 though is upscaled via an innovative technique that relies on previously calculated visual data.

Killzone: Shadow FallGuerrilla Games has just issued a clarification on “Killzone: Shadow Fall” running at 1080p resolution controversy. In a recent blog post, Guerilla Games producer Poria Torkan explained that game’s single-player portion runs at 1080p, whereas multiplayer runs at native 960×1080 and by making use of an innovative tech is upscaled to 1080p.

“In both SP and MP, Killzone Shadow Fall outputs a full, unscaled 1080p image at up to 60fps,” Torkan said. “Native is often used to indicate images that are not scaled; it is native by that definition.

“In multiplayer mode, however, we 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.

“We recognise the community’s degree of investment on this matter, and that the conventional terminology used before may be too vague to effectively convey what’s going on under the hood. As such we will do our best to be more precise with our language in the future.”

Torkan admitted, “On occasion the prediction fails and locally pixels become blurry, or thin vertical lines appear,” and concluded by saying, “The temporal reprojection technique gave subjectively similar results and it makes certain parts of the rendering process faster. This reduces controller lag and increases responsiveness, which improves the Killzone Shadow Fall multiplayer experience.”

How many of you agree with the clarification issued by Guerilla Games’ Poria Torkan? tell us in the comment section what you guys think.