The suit, filed by a gamer by the name of Douglas Ladore in U.S. District Court in California yesterday, claims that gamers "quickly noticed and complained that Killzone's multiplayer graphics were blurry to the point of distraction." This is despite Sony having claimed the game would offer "'1080p' multiplayer graphics, a crowning achievement in the video game industry," and having even featured the 1080p figure on the game's box.
Ladore is seeking to prevent Sony from continuing to advertise the game as being 1080p, and is looking for damages--to the tune of more than $5 million.
I don't think this guy gets it. When the box says "1080p", then it means it supports 1080p quality, not the full resolution stretch.
Buuuut this America, and it's part of his freedom to be a jerk about it...
While normally I'd probably be all for a company receiving its just deserts for such actions, technically, Killzone is "1080P" even if its not what people might've expected, so Sony didn't exactly lie about it.
At any rate, Mr.Ladore kinda missed the boat on his lawsuit, considering he bought the game six months after launch, and appearently is just now suing three months later. His claim that they "tricked" 2mil. people into buying Killzone is flawed and ancedotal at best, since he obviously has no evidence to prove it. This seems to me he just wants his 5 minutes of fame, the guy just wants attention and maybe a quick buck. Or at least I hope so, the alternative is hes actually this naive.
For starters, this whole resolution debate is total bogus.
Sneak into anyones living room and set their consoles to 720p without them knowing, and most of them wont even notice it. Those that do notice and / or complain about it are tech enthusiasts who are not there for the game, but to rub their beep against all the high res, high poly graphiX...
Why didnt he already sue GTA V ? The multiplayer also paled graphically compared to the single player. Textures were downlampled, some vanity stuff in the backround was missing etc. But the box didnt read "WARNING - Multiplayer may look more beepy compared to the single player"
But stuff like that is the reason that peanut tins warn people that they MAY contain peanuts.
Whats next ? Sueing nintendo for the claim "Mario is back" because he was never really gone ?
Whats next ? Sueing nintendo for the claim "Mario is back" because he was never really gone ?
LMFAO !!!
i also sign the rest of your statement. tbh i think most people don't even notice the difference between 30fps and 60fps. at least i never have. years ago no one talked about that.
What has this come too. In a world where we can already sue for just about anything now this is happening. First Aliens and now this. Lawyers are to blame for this and not the people suing. They will take anything to earn a dollar and a reputation.
John 8:7 He that is without sin among you, let him first cast a stone.
MERG said:
If I was only ever able to have Monster Hunter and EO games in the future, I would be a happy man.
This is the problem with this generation of gamers. We've all gotten WAY too caught up in graphics, frame rate, resolution and the like that we've resorted to suing, raging, and boycotting over the smallest differences compared to what the companies state that game features.
This is the problem with this generation of gamers. We've all gotten WAY too caught up in graphics, frame rate, resolution and the like that we've resorted to suing, raging, and boycotting over the smallest differences compared to what the companies state that game features.
This doesn't really have to do with gamers, as (if you haven't heard of this before, I'd be really surprised) McDonald's was sued because it's coffee was too hot and it hospitalized someone. Anybody will sue anybody over anything.
My SD Card with the game on it is just as physical as your cartridge with the game on it.
I love Nintendo, that's why I criticize them so harshly.
In both SP and MP, KILLZONE SHADOW FALL outputs a full, unscaled 1080p image at up to 60 FPS. 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 recognize 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.
Q: So how does “temporal reprojection” work and what’s the difference with up-scaling?
Up-scaling is a spatial interpolation filter. When up-scaling an image from one resolution to another, new pixels are added by stretching the image in X/Y dimension. The values of the new pixels are picked to lie in between the current values of the pixels. This gives a bigger, but slightly blurrier picture.
Temporal reprojection is a technique that tracks the position of pixels over time and predicts where they will be in future. These “history pixels” are combined with freshly rendered pixels to form a higher-resolution new frame. This is what KILLZONE SHADOW FALL uses in multiplayer.
So, in a bit more detail, this is what we need for this technique:
We keep track of three images of “history pixels” sized 960x1080
The current frame
The past frame
And the past-past frame
For each pixel we store its color and its motion vector – i.e. the direction of the pixel on-screen
We also store a full 1080p, “previous frame” which we use to improve anti-aliasing
Then we have to reconstruct every odd pixel in the frame:
We track every pixel back to the previous frame and two frames ago, by using its motion vectors
By looking at how this pixel moved in the past, we determine its “predictability”
Most pixels are very predictable, so we use reconstruction from a past frame to serve as the odd pixel
If the pixel is not very predictable, we pick the best value from neighbors in the current frame
On occasion the prediction fails and locally pixels become blurry, or thin vertical lines appear. However, most of the time the prediction works well and the image is identical to a normal 1080p image. We then increase sub-pixel anti-aliasing using our 1080p “previous frame” and motion vectors, further improving the image quality.
So technically, it works just as advertised. He will lose it.
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Topic: Sony being sued because Killzone: Shadow Fall MP is not 1080p
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