The discharge of patch 1.16 for Horizon Forbidden West has lastly mounted visible points within the 60fps efficiency mode of the sport, making it our new beneficial approach to play on PS5 versus the 30fps mode we most well-liked at launch. To search out out precisely what modifications had been made behind the scenes, we spoke to Guerrilla Video games, who offered some fascinating element on the sport’s anti-aliasing resolution, and the way it’s modified since launch.
So what had been the unique picture high quality complaints surrounding the 60fps efficiency mode at launch? Briefly, this mode gave an aliased, shimmery look to many objects, whereas even the upper constancy 30fps mode exhibited a special sort of noticeable shimmering inside foliage. Patch 1.07 included ‘tweaks to vegetation to enhance picture high quality in efficiency mode’ nevertheless it solely had a minimal influence on remaining picture high quality and any remained sad with the end result.
Fortunately, Guerrilla’s second chew on the cherry within the type of patch 1.16 has produced significantly better outcomes. Taking a look at moss and vegetation that demonstrated distracting shimmer within the launch model, the difficulty appears to have been utterly mounted. The picture is secure and clear in movement, with just about all shimmering vanquished. It is a comparable scenario if you happen to take a look at the problematic pink mist, with apparent visible aberrations within the launch code and a way more coherent look in 1.16. Nevertheless, it appears that evidently the pink mist is definitely not seen at higher distances – it solely seems near Aloy now. In the end although, the development right here is dramatic – so what precisely has modified below the hood?
Senior principal tech programmer Giliam de Carpentier at Guerrilla Video games was beneficiant sufficient to supply a extremely detailed breakdown of the method: “Within the new AA mode, the world remains to be rendered utilizing the identical alternating checkerboard sample, however now makes use of a special approach to reuse historic knowledge: the outdated system solely used the present and former uncooked render as enter for the AA to finish a local 1800p output in two frames, whereas the brand new system makes use of the present uncooked render and the earlier AA output as enter for the AA of the brand new body. This implies it nonetheless stabilises to the output decision in two frames, however now it might probably additionally carry on re-using knowledge from older frames for longer, not solely including extra stability below motion, but in addition accumulating extra sub-pixel element within the course of.
“This idea itself is not new, however that is difficult to get proper and infrequently comes with its personal set of artefacts, akin to ghosting, which was prevented inherently in our earlier implementation on account of its restricted reuse of historical past, despite the fact that this did enable pixels to ‘shimmer’ extra below motion. Particularly, the earlier implementation allowed us to cleanly run all put up results earlier than the AA go at checkerboard decision, which is quicker than rendering these impact afterwards on the greater output decision, with out introducing ghosting artifacts of types.
“And so, switching to a brand new AA method that reuses the historical past for longer meant we needed to develop a brand new bag of tips that also allowed us to maintain doing this cleanly and robustly, even for results like bloom and depth of discipline, for instance. This included enhancing and additional processing the movement vectors themselves, in addition to discover new methods to raised reject all of the out-of-date historical past whereas reprojecting precise sub-pixel-thin geometry extra confidently and appropriately over longer durations. As well as, we additionally launched a sharper customized reprojection kernel in addition to output sharpening that modifications with the dynamic decision, which helps present the resolved particulars extra clearly and fight visible variations in dynamic decision extra successfully.”
To boil this down, Horizon Forbidden West nonetheless makes use of a checkerboard rendering resolution to provide a 3200×1800 picture. The anti-aliasing go depends on enter body knowledge to construct the ultimate picture, and in early variations, solely the present and former uncooked rendered frames (previous to reconstruction) had been used as this enter to provide the ultimate body. With the brand new patch, the AA step now combines the present uncooked body with the earlier full anti-aliased body. The ultimate output remains to be stabilised in simply two frames, however it might probably now utilise picture knowledge (‘historical past’) from prior frames for longer, which helps cut back shimmering and retain extra sub-pixel element. As said, this is not a brand new method and it does include a trade-off: the extra knowledge that’s used from earlier frames, the higher the prospect that ghost frames are launched, requiring additional tooling from the developer.
Within the age of ‘subsequent technology’ upscaling strategies, there’s been some confusion as to why Guerrilla continued with checkerboard rendering and the studio was blissful to provide a couple of the reason why.
“DLSS 2.0, FSR 2.0 and checkerboard rendering are all alternative ways to render fewer pixels per body than the precise output has, after which reconstruct a higher-res end result over time,” explains Giliam de Carpentier. “And so, because of this the space between rendered pixels is at all times going to be larger than the space between output pixels. However with checkerboard rendering, the space between rows and columns within the rendered picture and resolved picture will nonetheless stay the identical, which implies that most edges (being usually both largely horizontal or largely vertical) will not have the ability to ‘fall by the cracks’ as simply and subsequently will not as simply get missed utterly one body and be seen the following once more.
“This ends in knowledge that has the potential to maintain skinny edges extra secure extra reliably however can be extra complicated to make use of optimally. However the brand new customized AA resolve is a particular step up in tapping into this potential, by distinguishing way more reliably between knowledge than may be reused (with the intention to cut back shimmering), and knowledge that has gotten too totally different (with the intention to forestall ghosting). And that is nonetheless paired with our checkerboard-compatible model of FXAA as nicely to take advantage of out of even single-frame knowledge.”
I am actually impressed with the modifications Guerrilla has made, nevertheless it’s value mentioning that the brand new anti-aliasing method can be deployed within the 4K high quality mode – and to be sincere, I am unsure I favor the brand new look. It is true that the shimmering impact has gone however the brand new presentation lacks the pin-sharp precision of the earlier model. Given this, weighed up towards the strong enhancements to the 60fps mode, the latter is now my beneficial approach to play.
In order that’s basically what has modified with this replace and why it required a whole lot of extra improvement. By reconstructing the picture with extra frames of information, there’s merely extra info to work with with regards to producing the ultimate output – however clearly the quantity of engineering required to make and check these modifications was substantial.
Along with these graphical modifications, the builders have additionally made quite a few bug fixes and even some main modifications to the in-game introduction sequence which sees Aloy set out on her lengthy journey. Right here, the digicam work has been adjusted, lighting place and depth has been modified and color grading has even modified. These types of modifications aren’t restricted to the introduction both, with a number of of the scenes we used for side-by-side testing exhibiting variations past the anti-aliasing enhancements.
Past the artwork modifications we famous, Guerrilla has additionally been busy optimising the sport considerably since launch, as Giliam de Carpenter reveals: “The crew additionally spent a whole lot of time post-release how we might squeeze extra efficiency out of the PS5, particularly across the dynamic decision system, to provide us headroom to enhance each high quality and efficient decision and put together the best way for this replace as nicely. A few of these optimisations already dropped in earlier patches and even new ones had been launched on this patch too.”
It is uncommon to see such an enormous overhaul of a sport put up launch, so the crew at Guerrilla deserves some critical credit score for addressing person issues. The studio might have left the sport alone, however as an alternative they took the additional time to work on a brand new resolution that dramatically improves the sport whereas introducing different enhancements throughout the board. Guerrilla has even said that it is engaged on including VRR assist and a 40fps mode that ought to cut up the distinction between the readability of the 30fps mode and the responsiveness of the 60fps mode – and that could possibly be one other massive stride ahead for a sport that’s already one of many best-looking titles of the present console technology.