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Half Worlds Episode 2 720p Resolution: The Cast and Characters of the Hit Series



720p, also known as HD (high definition), is a display resolution measuring 1280 x 720 pixels. Resolution explains how many pixels a display has in width x height format (the more pixels a display has, the sharper its image quality).


There are numerous resolutions found on flat-panel TVs. Older TVs, and many 32-inch models sold today, have a million or so pixels (720p). More recent and slightly larger TVs (typically 49 inches and smaller) have a little over 2 million pixels (1080p). Even newer and bigger TVs (typically 50 inches and above, although numerous smaller sizes too) have 8 million (for 4K Ultra HD). And the newest, largest and most ridiculously expensive TVs have over 33 million pixels (8K). You'll have to look very closely, or whip out a magnifying glass, to discern each one.




Half Worlds Episode 2 720p Resolution




Roughly half the number of pixels of 1080p. It's rare to find a TV that's 720p anymore. However, all ABC, Fox, ESPN, and their affiliated/sister channels broadcast at 720p. This goes back to the initial HD transition at the turn of the century. And if you're wondering why your TV doesn't say "720p" on those channels, check this out.


Look, I'm a computer guy, building my own PCs since the early '90s, and even I can't tell you what half these letters mean. I can understand that initially they were implemented to make things easier, but we've got so many resolutions and combinations that now they're just annoying.


On the standard definition option, you can expect to use 680MB/hour. The 720p high definition setting increases the figure to 1.3GB/hour, and the 1080p resolution increases the usage yet further to 2.7GB/hour.


Video resolution for Netflix's advertising tier will be 720p rather than 1080p, the quality of Netflix's standard plan that costs $15.49 per month. The company's basic plan without advertising is $9.99 per month and also has 720p resolution.


The implementation of Dynamic Resolution in UE4 is a little different than others that have been used before because we allow for the resolution to change as needed within a given range rather than being constrained to a single resolution (1080p, 900p, 720p). In this example graph, this model demonstrates what the console variables control. It demonstrates how dynamic resolution automatically adjusts within a given range (3) when everything is running fine and not over budget for the given frame. Think of this range as the cruising altitude for an airplane where it can move freely around this altitude range for an ideal speed to get to its destination. Like the airplane, the resolution does the same thing by going up and down as need to maintain a good balance of resolution and adequate performance.


Looking at the specs, the two systems don't look quite as far apart as you may think. Both machines are based around the same AMD technologies - Zen 2 CPUs paired with RDNA 2 GPUs. The Steam Deck is substantially pared-back relative to its stronger console cousin, but critically it is targeting a much lower output resolution. The Series S is typically aiming for pixel counts in the 1080p to 1440p range, while the Steam Deck is limited to just 1280x800 on its internal display, or 720p with 40-pixel black bars top and bottom.


So, the fact that the Steam Deck is theoretically a little less than half as powerful in GPU compute and RAM bandwidth isn't a huge issue here. A seven-inch screen with essentially a 720p resolution is a forgiving canvas for game content relative to a large-format 4K television and in many cases, cutting resolution alone may be enough to give us the slack we need to equal the junior Xbox. One levelling factor to consider, however, concerns power consumption. Steam Deck's APU has a 15W power limit, with full system power hitting a maximum of around 26W. Meanwhile, it's impossible to gauge the Series S SoC's power draw, but the entire system maxes out at around 82W of juice measured at the wall with a watt meter. There is, however, another factor in the Deck's favour - it actually has more memory than the Series S.


Even on the Steam Deck's small screen, Cyberpunk 2077 lacks lacking clarity in this scenario, especially on distant objects. FSR does an OK job of preserving edges, although in-surface detail and fine geometry don't hold up to any sort of scrutiny. The second path is to take those Steam Deck optimised settings and make some strategic settings compromises to achieve better image quality. Dialing down volumetrics, shadows, and a few other settings allows us to bump resolution all the way to a full 720p. Cyberpunk looks so much cleaner as a result and the primary concession seems to be more obvious shadow draw-in, which isn't terribly noticeable during typical play. Both approaches yield a very consistent 30fps when paired with SteamOS's frame-rate limiter. Open-world driving can provoke a late frame or two at times but generally we are locked to 30, even during intense moments. These are extremely impressive results. Cyberpunk on a handheld, at good settings and with solid frame-rates - this is really excellent stuff.


Remedy's Control? It's another Steam Deck winner. Series S operates at 900p resolution, reconstructed up to 1080p with a mix of settings that mostly correspond to the low preset on PC. The trade-off for those settings concessions is a relatively smooth 60fps update - and remarkably we can get very close on Steam Deck. To match the Series S, we're pegging the Deck to the low preset, with textures set to high. 60fps is the target here, and 720p60 is actually possible most of the time. Smaller corridors and combat sections hit 60fps at 720p mostly but there are frequent drops. It's not a horrible experience but definitely too unstable for my taste, often hanging well below 60fps for extended periods. 720p30 on medium with the Deck's internal 30fps cap works well enough, but playing at 60fps is the right move, however - and critically we can achieve broadly Series-S level settings here.


It's not all roses for Steam Deck, however, and some titles struggle. For example, Dirt 5 uses a dynamic resolution on Series S that typically hovers around 1080p, targeting 60fps with similar settings to the PC's medium preset. It's a great-looking off-road adventure but unfortunately it doesn't scale especially well to the Steam Deck, where dropping everything to low and reducing resolution to 50 percent (aka 360p!) is required to lock to 60fps. A more conservative route is to simply lower our performance expectations and accept a cut to 30fps. By enabling the Steam Deck's built-in 30fps cap we can push features much further and achieve 720p rendering with a mix of medium and high settings. Performance is a locked 30fps during gameplay at least, with no deviance whatsoever that I could detect.


Xbox Series S has an extensive backwards compatibility library, including a wide array of titles also available on Xbox 360. Some of these games may have received enhancements to frame-rate or resolution courtesy of the Xbox compatibility team, but many games are still locked to Xbox 360 settings. Deus Ex: Human Revolution is a good example. On Series S, we're getting a 720p30 rendition of Eidos Montreal's first-person RPG. There are some key advances here - most notably, frame-rate is locked, unlike the 360 original. However, the performance targets are all identical to the original code.


On the other hand, some titles do see a performance uplift on Series S. Sonic & All-Stars Racing Transformed, a 2012 kart racing title, received an update late last year to give the game an 'FPS Boost' from 30fps to 60fps when running on Xbox Series consoles. Unfortunately, the game is still bound to the 1152x544 resolution of the Xbox 360 code - a mere 68 percent of native 720p. Steam Deck has no issues whatsoever hitting 720p60 here using the default settings and again, the performance metrics suggest we could push the system further. These older titles run really nicely on the Deck, hitting high frame-rates with lots of processing time to spare. This is where Valve's system feels most comfortable, and where its advantages over rigid console platforms are most pronounced.


Ifyou have played any PC games in the last three years, than you haveprobably already seen this game in action. The graphics areexactly the same as the PC version, only you don't have to mess withyour drivers or tweak the anti-aliasing or the anisotropic filtering,etc... I played these games on my 720p projector and it was anice change over having it on the small screen. However, sincemy projector is quite a bit lower in resolution than my computermonitor, the edges weren't as clean, and it was obvious that theanti-aliasing was only minimal. Even though Half Life 2 isnearly three years old, this title is still a nice looking game.The graphics seem a bit old-hat, but the environments are elaborateand make good use of color and lighting effects. As youprogress through Episode 1 then Episode 2, the environments seem toget more involved. It is still using the Sourcegraphics engine for the entire game however. The Sourceis a good solid engine, but it can't have too huge of a game sectionloaded at once. There are frequent Load screens during the gameplay that are a bit distracting. I guess I have gotten used tovirtually no loading on games like Crackdown. Even Halo 3 hassome load time, but it seems more excessive in Half Life 2.However, the lighting effects and details in textures help to make upfor some of the wait time. Portal is also using the sameengine, and the rooms seem more simple than Half Life 2, but thefirst time you jump down into a hole that makes you fall from theceiling back into the same hole, you'll appreciate the power of theSourceengine. Team Fortress 2 has to be using some modified form ofthis engine, as the characters all look like they came from TheIncredibles.They aren't as smooth and refined as the Pixar graphics, but have aninteresting visual style, none the less. 2ff7e9595c


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