darksch escribió:.. según el juego. Los hay que usan 4K dinámicos, esto es renderizamos a lo que se puede cada frame y luego se rescala. Y los hay que sí renderizan a 4K reales, es decir el framebuffer es a 3840x2160 sin rescalado. Igualmente algunos de los primeros llegan a alcanzar en ocasiones los 4K reales también, aunque no los mantengan todo el rato.
Hay análisis técnicos que lo confirman.
Ah, eso si es lo interesante y seguro seran los pocos que puedan mantener los 2160p constantes y reales [y mediante algun 'truco'].
Pero dejando de lado la resolucion, esto es lo RALMENTE INTERESANTE y que ya se habian tardado en liberar esta caopacidad del gpu radeon: FREESYNC-FREESYNC, que esta basado en el estanar VESA ADAPTATIVE-SYNC.
Con FreeSync el frame-rate bajo ya no sera obstaculo para tener una sensacion de fluidez constante, y que beneficiara sobre todo en aquellos puntos donde por la naturaleza de la escena; muchos personajes en pantalla, escenarios grandes y muchos efectos visuales; donde los FPS caen en picado.
Basicamente Freesync [vesa adaptative-sync] es lo contrario al uso de Vsync, es decir, es lo contrario a lo que habitualmente se venia haciendo: Que el GPU se adapte a la velocidad en que puede mostrar las imagenes el televisor/monitor, ahora al reves, el monitor [y esperemos televisor] se adapte a la velocidad conque el GPU puede generar las imagenes.
A diferencia de G-Sync; que es propiedad de nvidia auqnue tambien esta basado en vesa adaptative-sync; el cual es propietario de nvidia y con ello solo funciona en hardare de nvidia, y al ser un sistema cerrado, puies es muy caro. Freesync al ser un sistema abierto y apoyado por varios, entre ellos intel [llos procesadores graficos de intel soportan freesync] es mas barato.
Freesync (explanation and demonstration)
https://www.youtube.com/watch?v=jFaktO_lJ6ghttps://www.forbes.com/sites/jasonevang ... e-consolesPC Exclusive No More: FreeSync Finally Lands On Xbox One Consoles.by Jason Evangelho
Variable refresh rate support is finally landing on Microsoft's Xbox One X and Xbox One S, but you may know it as a formerly PC-exclusive perk called FreeSync. Microsoft's Larry Hyrb and AMD's Antal Tungler announced the feature on Microsoft's Inside Xbox show today, and this is very good news for Xbox players.
This isn't a throwaway technical feature Microsoft is slipping quietly into the console. It's truly a next-gen gaming feature and a fundamental shift in how we play games.
When Project Scorpio's hardware specs were unveiled with HDMI 2.1 and Radeon graphics under the hood, we also learned that FreeSync 2 with HDR should be along for the ride, but it didn't materialize during the Xbox One X launch. Questions inside the Xbox community have been persistent, but answers were nowhere to be found. Today's reveal that it's also coming to Xbox One (FreeSync) and Xbox One S (FreeSync 2 with HDR) is a cool surprise.
Nvidia gets the official credit for transforming this landscape. When G-Sync was introduced for GeForce-owning PC players, it was the first time that our monitors weren't dictating the refresh rate. Traditionally a monitor wouldn't display a new frame until it was ready -- based on its refresh rate which is normally 60Hz. This resulted in seeing a "tear" and stuttering on the screen.
With G-Sync, the graphics card was now in charge, sending the frame to the monitor precisely when it was rendered. In a nutshell, that means no more screen tearing and no more "input lag" from using something like VSync. It results in a noticeably smoother, faster visual experience even at lower frame rates. It can even mean the difference between life and death in fast-paced shooters.
After G-Sync, AMD came along and introduced their version of variable refresh rate which, unlike Nvidia's solution, didn't require a proprietary module in the back of monitors. This made FreeSync monitors more affordable than their G-Sync counterparts. More importantly to Xbox One S/Xowners, it opened the door for this kind of game changer on consoles.
So think about the last game you played that was locked at 30fps. The Xbox One S and Xbox One X may be capable of delivering higher frame rates in that title, but perhaps not a full 60fps. 45fps would give you terrible screen tearing and stuttering, though, which is why so many games stay locked at 30fps or 60fps.
What FreeSync allows the system to do is synchronize directly with the monitor, and render the game at the framerate it's capable of because the FreeSync monitor isn't dictating the refresh rate. So perhaps the game now fluctuates between 40fps and 70fps depending on the visual complexity of any given scene, plus each frame looks smoother and is delivered faster because the monitor isn't in charge anymore.
Seriously, you need to see it for yourself. The first time I saw this technology in action it was like comparing the difference between VHS tapes and DVDs. Whether it's G-Sync or FreeSync, variable refresh rate gaming is truly next-gen, so it's a perfect fit for a next-gen console. And it's nice to see it leaving the exclusivity of PC for more people to enjoy.
FreeSync 2 with HDR for Xbox One S/X should be available in the Alpha Ring for Xbox Insiders within the next few days. Original FreeSync will be available for the standard Xbox One. You'll need a FreeSync-compatible monitor.
Ahora lo que estaria de fabula es que tambien liberen el poder usar televisores y monitores de relacion 21:9, lo cual da mejor inmersion en muchos juegos, no se diga en tema de automovilismo o de aviacion, en juegos de accion tambien le da otro nivel de jugabilidad.
@XlooserEn juegos PC se usa desde hace años [y muchos] para el tema del antialiasing, y ahora hace poco tiempo los mismos controladores geforce de nvidia y catalyst/crimson de rtg|amd permiten el uso de resoluciones mayores a la nativa del monitor|proyector|televisor, asi que en escencia con DSR de nvidias y VSR de rtg|amd estamos usando supersampling y despues via downsampling el GPU escala la iamgen generada a la resolucion nativa [asi tenemos el mismo efecto antialiasing en cualquier software y no solamente en juegos] ¿Y?, el que use supersampling no me indica por si mismo que este renderizando a X resolucion, porque lo mismo estan renderizando a una resolucion cercana al 2160p y el supersampling estara igualmente a una resolucion cercana al 2160p, pero no con ello me es prueba de que el gpu este generando el render a 2160p. Ahora tambin, supersampling ya no tendria sentido a resoluciones tan altas como seria elp riopio 2160p, y seria mas un gasto de recursos; procesamiento y espacio en RAM.
Ahora si realmete eres tan buen conocedior del asunto, porque no me das un apunte de como han medido y corroborado que el GPU internamente este haciendo su trabajo a la resolucion 2160p.