Among the many GDC 2017 presentations, there was a very interesting one which gave an in-depth look at the 4K Checkerboard implementation in the Frostbite engine, which powers many high profile titles published by EA such as Battlefield 1 and the soon to release Mass Effect Andromeda. Most of this presentation has now been made available online.

While a full video is not yet available, the presentation is really interesting as it lets users understand more about this new technique, which has been made more popular following the release of the PlayStation 4 Pro. You can check everything out by going here.

Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like ‘Battlefield 1′ and ‘Mass Effect Andromeda’. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.

Checkerboard rendering  is a technique intended to assist GPUs with rendering images at high resolutions. This technique makes it possible for the PlayStation 4 Pro, which is not powerful enough for native 4K, to achieve this resolution at acceptable frame rates. The latest Sony console comes with specialised hardware which carries out checkerboard rendering with less performance loss.

Source :

wccftech

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