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There is no such thing as limitless when it comes to computing resources, and small pixel formats are key to making the most of the available bandwidth. However, despite the Playstation 4 having 176GB/s of bandwidth, that doesn’t mean that you can waste it. It’s also fairly evident that the RAM of the PS4 isn’t the only thing that Guerilla love – but the bandwidth.

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6 times the total amount of RAM either the XBox 360 or PS3 boast, just for the graphics of the game. 3GB of memory just for the graphics I hear you cry? Indeed – that’s a fairly insane number. 1,536MB are for the System, GPU and CPU share a pool of 128MB of memory, crazily, the video RAM is 3,072MB. Memory used for Killzone: Shadow Fall demo equaled to around 4.6GB (for the sake of comparison, that’s a shade under 9 times the total amount of memory the PS3 had – 512MB total). There are little other details on this however. Sony’s Advanced Technology Group (ATG) are apparently working with Guerilla in creating a new Anti-Aliasing technique, known as “TMAA”. Right now, FXAA is a light-weight method of AA, that has little bandwidth and memory requirement compared to say MSAA. They specifically mention “1080p, RGBA16f, no MSAA at the moment”.
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So far for Kilzone: Shadow Fall, the PDF points to Guerilla temporarily using Nvidia’s FXAA. Anti-Aliasing (AA) is the practice of removing ‘jaggies’ (the jagged edges of rendered objects) in a scene and smoothing out the detail. One of the easiest examples of this is the Anti-Aliasing technique they are currently employing in the demo. By which, I mean Guerilla are still hard at work improving the performance and look of the title. We should also keep in mind that the demo is by no means “finished technology”.
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Their goals were: 1080P at a solid 30FPS with “no cheats”. They aimed to get the demo (the Killzone: Shadow Fall demo was first shown on the Playstation meeting earlier this year) running smoothly on PS4 hardware. Guerilla also proudly state the new Killzone is an exclusive PS4 launch title (although we knew that already). That does beg the question what this new IP is, doesn’t it? Inside the PDF, they specifically state that: “We’re working on two titles – unannounced new IP, Killzone: Shadow Fall”. However, luckily I managed to grab it before its removal.

I’m unsure if they’re currently in the process of moving servers, deleted it because it’s served its purpose, or something else entirely. The link is there, but when clicked it gives a “cannot be found” error. The Killzone Shadow Fall Post Mortem PDF is currently AWOL from their website. The document goes into surprising levels of detail, showing off CPU and GPU usage, information on their evolution of programing techniques from Killzone on the PS3, all the way to how much memory different processes are using.īefore we start though – let’s take a look at the basics. The Killzone: Shadow Fall demo on the Playstation 4 was an incredible preview of just what we’ll be seeing on the PS4, and Guerilla has released a “Post-Mortem” PDF of the demo, to show off to other developers what they have learned developing for the new machine. Killzone: Shadow Fall Post Mortem PDF Analysis and Breakdown
