Checkerboard rendering in Dark Souls: Remastered
Markus Pursche is a Porting Programmer at QLOC specializing in rendering and optimizations. He worked on RiME for PC and Xbox One, and Dark Souls: Remastered for PC, Xbox One and Playstation 4. His interests include cutting edge rendering techniques, data oriented design and alternatives to C++.
The talk will start off by briefly going over the history of advanced upscaling techniques like interlacing with reconstruction and checkerboarding. After this we will go into details of how checkerboard rendering works and is implemented with examples from Dark Souls: Remastered. We will discuss the quality and performance compared to native resolutions and talk about the current limitations and future improvements.