Each 1080p pixel is equivalent to 4 at 4k. On a 4k screen, a 1080p image will have 75% interpolated pixels. Where a black pixel (say a outline) meets a white pixel, when stretched out, the 'gaps' are not filled with 'black' or white but 'grey' which softens the image. The reason it looks soft is because of the interpolation. The problem with this though is that the 'accuracy' is lost and leads to a 'soft' looking image. It usually does this by spacing all the pixels out evenly over the whole screen and then interpolating to fill in those gaps. Upscaling though is stretching a smaller image up to fit the screen size.
There are minor errors in using a CB technique but its still producing a full sized image - therefore no upscaling - of course 1800p CB is then upscaled to fit the 2160p screen size. Both native and checkerboard 4k are at 3840x2160 in size. Its reducing the number of pixels the GPU has to render each frame BUT its still keeping the same Pixel density/picture size etc because the other 50% is kept from the previous frame. Its more of a 'workload saving' technique. Whilst Checkerboard rendering may sound like some 'upscaling' technique, its not.
In moving images, the PS4 Pro has a built in object tracker to try and ensure the right pixels are pulled forward. What CB does, is draw 50% of the image and keeps the other 50% of the image instead of drawing the 'same' pixel over the previous. It doesn't keep the same image on screen until you move but draws the same image every single time. They draw every frame - even if you stand still with 'nothing' moving in the scene, the GPU draws that every single frame. Maybe people don't understand how GPU's work.
In some ways, its a bit like 'cartoons' where a static background is not redrawn for every frame but reused with only the 'animation' changes being drawn. The reason it works so well is that its pulling 50% of the image from the previous frame to make up a 'full' image instead of redrawing over the previous image. 4k CB is a little higher pixel render count per frame but its 'almost' as good as native 4k - not bad considering its only rendering 50% of the image per frame.
1800p CB (for example) actually renders fewer pixels per frame than 1440p but looks sharper, more detailed etc - especially at normal viewing distances. CB offers devs/gamers to hit much higher resolutions, boost visual settings etc with very little impact to PQ. Not that I have an issue with using Checkerboard rendering technique as I think its incredible. Moreover, while each track from the real-world Formula One season has been meticulously rendered here, the visuals do look a bit flat. The game runs at an eye-melting 60 frames-per-second, and effortlessly captures the sport’s wild sense of speed – but screen tearing is a constant problem (even on the more powerful PS4 Pro) and it's extremely off-putting. The only real downside is that the presentation falls short. There’s an interesting array of challenges that eke even more mileage out of the game that’s been made. Sometimes these mix up sprints with longer races – or even reverse the grids. Adopting different rules and themes – such as weather or track type – these have you competing in mini-contests for racing superiority. These are Codemasters’ way of integrating the various classic cars that it’s added from yesteryear, and the short sprint or time-based activities peppered throughout drawn-out race weekends help imbue some needed variety and breathing room.Īnd if you still want to break that cycle of practice, qualify, compete, then the Championships running parallel to the campaign keep things moving at a brisker pace. It’s a shame because the Career is really good this year, aided by the variety augmented by Invitational events.