One of the best looking games on both PS4 and PS4 Pro and thanks to Digital Foundry we’ve heard a lot about insight into how the game was developed for both PS4 and PS4 Pro and techniques that PS4 Pro really using for this game to hit 4k.
Digital Foundry has a chance to speak with Guerrilla Games and they were invited to visit their offices in Amsterdam in Holland. They have some good conversations about Horizon Zero Dawn and the whole developing process of the game for PS4 and PS4 Pro. Horizon Zero Dawn is one of the best looking game for PS4. The PS4 Pro support for this game is good although there are some things that might have gone better.
The whole focus on the game was mainly for PS4 Pro so, here’s the quote:
Well, let’s start at our regular 1080p year rendering – we have a strong focus on anti-aliasing so whatever technique we wanted to use for having 4K rendering also needed to be at that same quality,” says de Carpentier. “And obviously the PS4 Pro is a lot more powerful than the standard PS4, but rendering natively would have been too much to ask, perhaps.”
The article then goes to talk about the PS4 Pro support and here’s this bit:
Pro and HDR support was integrated into Horizon relatively late into the game’s six-year development, and Guerrilla experimented with several higher resolution strategies, trying them out side-by-side before settling on 2160p checkerboard. In terms of native rendering, the team gave 1500p a shot, but weren’t fully satisfied with the results. And to be clear, checkerboarding in the case of Horizon involves rendering half of the pixels for the full 2160p frame, the other half resolving via reprojection from the previous frame – a process that Giliam says provides a “native resolution detail level”, if not quite the sharpness. However, every natively rendered pixel – be it 1080p on base PS4 or checkerboard 2160p on Pro – also benefits from 4x temporal super-sampling.
He goes to say that they were playing with different rendering techniques and it’s interesting to read that they actually gone with checkerboard rendering but that’s not a typical PS4 Pro checkerboard rendering that Sony is actually advising. Because they clearly says that they actually using checkerboard rendering to resolve only half of the frames/pixels and the other half of the pixels for 2160p resolution is being resolved via reprojection from the previous frame.
For further details check their interview video: